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/egg/ - Engineering Games General - Formerly /svgg

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 765
Thread images: 183

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November 12th: >>121651546

The thread is dedicated to all games about building machines out of blocks, in space or otherwise:
Space Engineers, GMod, Starmade, Robocraft, From the Depths, Machinecraft, Corneroids, Besiege, Medieval Engineers, Infinifactory, GearBlocks, Factorio and anything else welcome. Also, all these games are ded. Only ded games may join, otherwise they must have their own thread.

WebM for retards:
>gitgud.io/nixx/WebMConverter.git

Garry's mod:
>garrysmod.com
>GMod Server Info:
>74.63.243.98:27015 (You may need to favorite it)
>Running:* SpaceBuild 3 + EP (custom build that actually works on GMod 14); * PewPew; * Wiremod; * Wiremod Extras; * SProps; * All this crap: http://steamcommunity.com/sharedfiles/filedetails/?id=407516070
>Yell in thread if someone is being a dick or if you need children removed. (HLDJ works, so micspam to your heart's content.)

Space Engineers:
>spaceengineersgame.com
>SpEngies for retards: i.imgur.com/IZekrGe

StarMade:
>star-made.org

Robocraft:
>robocraftgame.com

From the Depths:
>fromthedepthsgame.com

Machinecraft:
>hrpbk2 wix com/machinecraft
>upload/download designs at filescase.com
>TT Mech template: www.mediafire.com/download/0aalnmvvyvm75sq/TT-Mech-Template.rar
>Helpful starter guide: [YouTube] Machinecraft Basic Intro Tutorial (embed) [Embed]

Besiege:
>store.steampowered.com/app/346010/
>Trailer: [YouTube] Besiege Alpha Trailer

StarMade Steam Trailer
>[YouTube] Official Starmade Trailer

Medieval Engineers:
>medievalengineers.com

Infinifactory:
>zachtronics.com/infinifactory

GearBlocks:
>http://www.moddb.com/games/gearblocks

Factorio:
>http://www.factorio.com/

Robot Arena 2:
>http://gametechmods.com/forums/index.php?action=downloads;sa=view;down=4
>http://gametechmods.com/forums/index.php?action=downloads;sa=view;down=5

KOHCTPYKTOP: Engineer of the People
>http://www.zachtronics.com/kohctpyktop-engineer-of-the-people/
>>
FIRST FOR BLANEDS
>>
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Third for stealth memes
>>
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4th for feeling retarded
>>
>>121846356
Should I remind you to remove the gmod server from the OP?

And you missed the last / in /svgg/
>>
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nth for planet planning and conquering
>>
Longer blocks in FtD fucking when? And 2 or 3m blocks fucking when as well?
>>
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>>121846356
103231th for EIN REICH EIN VOLK EIN FUHRER
>>
Holy shit I can not get used to building basic structures in FTD

You need to build large-scale and metal for anything worthwhile, and to do that you need to keep it floating first, so you have to start with wood, but then you need to replace everything with metal

It's worse than trying to build Large Ship-scale things out of Small Ship blocks in SE
>>
invisible edition
>>
I thought of making a conveyor/connector fed self building holo welding gantry but it's invisible because in order to make and test it I need to play creative AND survival with no way to switch modes other than a painstaking reload.
>>
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post EVA pods
>>
>>121846881
armor revamp when

current NPC designs retrofitted with ACCs will be absolutely ridiculous
>>
>>121847518
>not using the designer and loading it into your campaign
The tools are there for you to use, use them
>>
>>121848559
No, I am using the designer

And holy shit fuck building a nice looking hull
>>
>>121849059
I am trying to make 1x4, 1x5 and 1x6 ramps for Spengies. I am literally going to kill myself.

>have textures
>they be *.dds
>have tutorial for Blender
>Blender cannot display *.dds
>look at UV maps
>have to place them blindly or use tga/png substitutes
>Blender doesn't want to load those
>back to square one

REEEEEEEEEEEEE
>>
>>121849059
Tap caps lock, it'll float in the air.
>>
>>121849059
You press Capslock and it floats above the water for you so you can just work. Read the UI.
>>
>>121849319
>>121849384
WHAT

FYCJJKLJBH:..

You guys are fucking godsends
>>
Planets!
>>
>>121849707
Reading helps, friend. The words on the screen aren't just for show.
>>
>>121850387
There's just a point where there's too much information on-screen and everything become tl;dr.
>>
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THERE WAS A POINT AT WHICH WE SHOULD HAVE STOPPED AND CLEARLY WE'VE PASSED IT, BUT LET'S KEEP GOING AND SEE WHAT HAPPENS
>>
>>121851287
>cleaning up after clang.png
>>
>>121851441
>dakka
>considering stopping
>ever
>>
>>121851602
The dakka don't stop til it hits somebody
>>
I seem to have problems in FtD with loading 8m shells.
I can load 2 and 4m shells just fine.
>>
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Trying to make a punchy mech thing.

It punches via dakka and piston.

It's coming along alright.
>>
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>>121851441
Current armament is 42x 450mm guns and 33x400mm guns. This is a reasonable amount of dakka.
>>
>>121854249
https://www.youtube.com/watch?v=umDr0mPuyQc
>>
>>121849261
I feel with you. Not that it helps though.
>>
how the fuck does the advanced cannon laser targeter work?
>>
>>121856586
Sets the time or altitude if you have a timed or altitude fuze on your shell, determined by the enemy the AI is currently targeting
>>
>>121856586

with a timed fuse it works best, i'd only use it for flak at relatively close range or against slow targets, or for deploying smoke around the enemy to negate the effects of their lasers.
>>
>>121856697
Yes, but how? I can't get it to work. I've got it on my cannon and I've got an altitude fuse in the shells.
>>
>>121857102
Is there a lwc controlling the cannon? That's how it gets the data from the AI mainframe
>>
>>121857102

the ai has to have a target, spawn a ship and it'll auto set the fuse to whatever the target's distance is. it doesn't work well with altitude fuses and long trajectories, as the shot will detonate immediately upon leaving the barrel. alt fuses are really only for shooting at things almost directly above you, or with guns that have such muzzle velocities as to not need an arc.
>>
>>121857383
Yes, it's on a LWC connected to an AI.

>>121857450
There's an enemy flyer spawned.
>>
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You have 10 seconds to be as wasteful as possible
>>
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R8 my gunboat
>>
>>121858397
shakeweight/10
>>
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Doesn't yet have shields or paint, and I'll probably end up redoing the LAMS to be way bigger, but here's my latest creation.

I told an anon in the last thread that wide ships could go fast, here's what I made to prove it.
>>
>>121858397
it shoots at a nice rate, maybe once per 3-4 seconds, and has a satisfying amount of recoil.
>>
>>121858397
exposedclips/10

living life on the wild side
>>
>>121854249
>15 m/s at firing
Christ
>>
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>tfw ass too fat, can't land shitp on blanits when they come out
>>
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>>121858812
it's good.
>>
Post your cheapest FTD ships that actually preform well.

alternatively, post your Spess engineers drop pods/escape pods for planets.
>>
>>121861465
My Drop Pod is Planetary Start and my escape is Lone Survivor.
>>
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>>121861465
>>
>>121861662
There is an assortment of wrong things in this image, but nothing extreme
>>
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I replaced the forward cannons, tested them out, i blew a perferators sheilds and made a massive whole in its hull.

However i wanna increase the bullets distance, so should i do to increase that?
>>
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>>121861465
It's been a while since I've been able to update it, so it might not be quite as solid as it was at first.

When it was made, it could handle almost all but a handful of DWG fleets on autopilot without taking damage.
>>
>>121861662
I <3 u
>>
>>121862669
>However i wanna increase the bullets distance, so should i do to increase that?
Higher muzzle velocity can be achieved with:
Railgun bits
More gunpowder
Base Bleed
Sabot, Composite, or AP heads
>>
Anyone has a spare Space Engineers to trade?
>>
So, FtD, it it possible or even a good idea to make a hull almost entirely of metal blocks?
>>
>>121864046
Works well enough for the Onyx Watch.
>>
>>121862754

gib blueprint
>>
>>121864293
http://steamcommunity.com/sharedfiles/filedetails/?id=505918410
>>
>>121842126
Beautiful turrets but is anything besides lolOHKnuke missiles actually useful to put it on a turret?
>>
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>>121864046
Just use air pumps and be prepared to go to extreme lengths if you want to get a good speed
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>>121861465
It's my cheapest.

In Crystal
>>
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rate babby's 1st bow?
>>
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>>121864046
yep
>>
>>121865808
Looking good so far. Won't fit and HUEG armament on it though.
>>
>>121866030
I plan on making it a bit longer at least, if my understanding of things is anywhere near accurate, I might be able to make significant main guns
>>
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This is where I'm going to leave this monstrosity tonight. Goodnight /egg/.
>>
>>121866205
note, by a bit I mean 3-4 times as long as seen. If everything goes according to plan, I'll probably have to weigh down the keep a good bit to prevent capsizing.
>>
>>121865808
How do you even do that? I just got into the game and I can only potato
>>
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>>121867492
This is the result of literally four hours of "FUCK WHY IS THIS SO UNINTUITIVE"

Also just shitting around for endless hours in other similar games with similar shapes and getting a feel for slopes

>captcha
>select boats
>>
>>121847435
Space Nazis! Woop!
>>
>>121855116
>Not "Fire everything"
>>
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>>121867879
ive always wondered, whats this bulbous thing called and what's it for?
>>
>>121868727
Decreases drag along the rest of the bewt by fucking with the bow wave
>>
>>121868727
It's a dick. It's for fucking other ships after sinking them.
>>
>>121868727
It's literally called a "bulbous bow."

https://en.wikipedia.org/wiki/Bulbous_bow
>>
>>121854197
11/10
>>
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>keen removed the ability to change our character model into a space spider using a config file by deleting it
>>
How much do hydrodynamics actually affect movement? Will my shipdick >>121868727
actually do anything other than look neat? Will it be counterproductive?

>>121870865
>we fixed pistons, they just dont move anymore :^)
>>
>>121868727
can opener
>>
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>with an empty hand, clicking a door control panel has the same effect as pressing T on it

why the fuck do we not have this
>>
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well, it's painted, and i've set the ai to cruise at -50m.

now to figure out how to fly.
>>
>>121872198
>Just click on door instead of searching for the tiny panel everytime you need to open and close it
why the fuck do we not have this
Pretty difficult to use when you play on a slow-ass toaster like mine

Any programmers around here? Does Spengies allow you to create classes of your own? I can't find any documentation on it, and the logical options I assumed would work do not.
>>
the ai won't stop fucking using my downward facing roll props to flip the ship. i've inverted the controls from roll lhs to roll reverse rhs, set them to thruster, thruster reverse, even main, the ai always fucking rolls the ship over like a beached whale. it's perfectly stable without the roll thrusters, they're just for recoil compensation, but the ai is too fucking retarded to just leave them the fuck alone and instead decides the unarmored underbelly of the ship is the best part to face to the enemy.

how the fuck do i tell the ai to never touch my goddamn roll thrusters when using the fucking naval ai card? why the ai would use them in the first place is beyond me. i'm getting very close to removing them entirely and putting in ACB controlled spinblocks for roll, which is fucking absurd in a goddamn ship.
>>
Am I the only one who hates the look of low-caliber nucannons with stupid-long barrels? I know it's for accuracy or whatever but it irks me to no end.

And I really wish the 4-barrel setup was in a square instead of a diamond for proper AA guns.
>>
>>121875341

I too am annoyed by the stupendously long barrels required for decent accuracy. Given the cannons are best at extreme ranges (most of my engagements are broadsides from 1.5km or more and end before I take any fire), it'd be nice if the barrels didn't need to be so bloody long to get a reasonable degree of accuracy.

You can use the stabilizer fins, but they're woefully ineffective on large gauge in exchange for an entire module slot. They're worth doing on small gauge, long HE rounds as the accuracy is a scaling % modifier and, like fuses, has the same effect regardless of gauge, so having a long shell offsets the lost slot.

I really wish we had rifled barrels that reduced speed and increased recoil and accuracy more than the regular barrel, would be a nice tradeoff.
>>
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>>121875672
Try building barrels for optimum propellant burn

This build is also what clued me in on 8m loaders being borked
>>
>>121876654

My god, I just realized how much barrel length we'll need to get any kind of accuracy on an 8m/500cm shell.

I mean at that point why even have it in the game, a cannon that fires once every minute and a half with mediocre accuracy wouldn't be worth the colossal investment even if it did 1 shot whatever it hit.

I mean, I'm still going to make one and attach helicopter blades to it, obviously. I wonder how much m/s you can get from recoil.
>>
>>121876654
8m loaders are fucked? No wonder. I went to finally mess around with the new cannons, figured I'd go big or go home and tried making an 8m gun. Couldn't get it to work, and now I know why.
>>
>>121876959
Those cannons in the pic, are 8m and max gauge.

It was 106m of barrel length for optimum propellant burn, some 60~ or so for accuracy

That's just from the calculator though.

I had to completely refit the hull to fit the guns though, they threw the CoM about a 3rd of the way up the barrels
>>
>>121877383

Sounds totally stable, especially when firing, surely the recoil being applied at a wierd down-and-backwards angle while your CoM is elevated and infront of the ship will work out in your favor.

I feel like the actual retrofit of the paddlegunner should still have 6 guns, but 6 beltfed 125mm/1m shells that are half gunpowder half HE, or maybe less gunpowder, they should be slow enough that the AI has to arc them down so it creates that rain of bullets that the classic model has.
>>
>>121876654
>8m loaders being borked
>We get a near stream of consciousness of updates for nucannons
>8m auto loaders added
>days later they STILL don't work
>>
>>121878492
>one man team has so far the most competent (yet ugly as sin) voxel game
>complain when something isn't fixed immediately
>meanwhile keen
>meanwhile freejew
>meanwhile starshit
>meanwhile corneroids
>meanwhile Squad (KSP)
>>
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Just finished my first 'big' ship in the campaign, has 3x 200mm guns and 8x 60mm quad turrets, with 20 missiles in 4 turrets midships. She's a little slow now, but with the completion of the lower hull I'll be able to double the engine output.
>>
Is it better to have two smaller engines or one large engine with the same number of components?
>>
Flying around in my atmosphere fighter.
Patroling the planet, feel good.
Just passed the small outpot on the northpol.
Flying towards desert base, almost at the base.
Base looks good in the night.
Getting ready to land, smooth landing time.
SUDDENLY HUGE ROD FROM THE SKY
A rain of warheads.........
Base is oblitirate, in front of me.
FTW XENO engineer are the SCUM of the universe.
Fly towards secret underground base.
Have to pass above enemy territory.
Okay you can do this, 800 meters above the ground and you should be good.
hybrid starfighter intercepts me.
FUCK, fuck FUCK!
Trying to escapde, get hit.
emergency beacon online, stupid script! I'm going to die!!! aaarrrrrrreeeeeeeeeee.
3 enemy antennas infront of me.
I'M SO DEAD!
It's the enemy faction on the planet.
They engage xeno hybrid starfighter.
Air superiority, turn around and help them.
Afterwards we unite to fight the enemy, shoot down enemy mother ship with HUGE ROCKET.
Fall to the ground,
Reverse engineer xeno ship and take the fight to the xeno planet, to conquer it.
enslaved xeno engineer from this red planet.
Say that the bugs made em do it, LIES!
Execute heretics that won't follow clang.

Feels good to be a space engineer, feels bad that there is no planets.
>>
>>121878757

Neat. Engine power won't increase your movement speed though, you'll need more huge propellers for that, or to reduce your drag by sloping more sharply at the bow.

>>121878864

One by far, the power of the engine currently grows exponentially with each additional part, the more parts you have the more you gain from each.
>>
>>121878884
>le copy pasta meme
>>
Can you people share some compact but powerful engine designs? I'm having a hard time squeezing power from an engine squeezed into my bewts' hulls.
>>
>>121879003
everyday until blaneds
>>
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>>121878943
Yeah, the bow is decently sloped now, the old design had a flat bottom and I just finished making it round in that pic.

I'm adding the new engine for more props and shields (also hoping to make it ride lower in the water), had to uturn in this test to protect my squishy wooden insides leftover from the original design.
>>
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>>121879537
>>
>>121880612

The mast is relatively high, you can put a spinblock up there and mount the radar dish to its side for swag.

Also make sure your shields on the side of your hull aren't flat up against it, they won't really provide any additional protection, instead angle them downwards so they form a sort of V shape for maximum deflection angle from incoming shells when you're perpendicular. It'll increase your survivability substantially.
>>
>>121880294
>implying that subjugating us to this shit will make planets come faster

if you really wanted, you could copy pasta an email to keen/marok to ask/demand/treathen to bring planets faster

not that it'll matter since they'll be buggy as fuck for a long ass time/forever
>>
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How does /egg/ like this walking frame?

It was getting stuck on dents in the floor quite a lot, so I came up with a quite keen solution and made feet bigger so it doesn't fit into holes anymore.

It's also quite damn fast for a walker mech.
>>
>>121881768
>one foot alone is 3 times bigger than the actual ship

aaaand you fail
>>
>>121881949
It's just the frame you idiot. I'm also experimenting a lot on the feet to make it able to go up hill, but I can't figure out how. I think it's just impossible in vrage since even 503826820 tonnes of metal will just slide down the hill like a sled.
>>
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>>121881062
This is what I've been aiming for across the whole of the ship atm. I was thinking of putting another layer further out, possibility on deflection.
>>
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Progress.
I've tested the gatlings and you can relatively easy aim them while the mech is stationary, I also made it possible for upper part to rotate 180+180 degrees.
Next step is making it survival viable.
>>
>>121873709

Is that a shield inside your hull?

Dont do that, you get better effect having 2 shields being passed through. Make the first one a disrupt, amd the second reflect.

If a shield is inside your hull (assuming the outer shield has been breached), a he explosion will he/emp explosion will be close enough to take out the projector, and ap shells can bounce and hit your ship.

I've it, and its just not as effective as overlapping shields, like this baby >>121882776
>>
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>>121882776
fucked that up, meant like this
>>
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Posting directly to you from starmade fleet combat

my ship is dead and I don't want to die. I await the end.
>>
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>>121883404
think bigger friend
>>
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>>121884682
I'm not mentally ready for large ship CLANGmechs yet.

Any idea how can I improve this?
>>
Rails or more gunpowder?
What should I use for a big .cal AA cannon?
>>
>>121883683
>>121884113
Haven't seen much EMP so I'll admit to no thinking about that, I was thinking more about frag warheads and secondary defenses, that power can go into the further out shields now.
>>
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Okay, rate mech and color scheme.

I came up with an idea for it while I was horribly drugged on allergy pills.
>>
>>121885994
>mech cute
>color scheme shit
>>
>>121875341
>And I really wish the 4-barrel setup was in a square instead of a diamond for proper AA guns.
God I thought I was the only one
>>
>>121885994
not enough dakka
>>
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>>121887218
I COULD slap untold amounts of dakka on this thing, but I prefer moderate and subtle dakka.
>>
I really wish FtD had an undo button.
>>
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>>121887954
I wish my life did too.
>>
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>>121888060
>>
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>>121885994
>>
>>121874732
Did you build your vehicle upside down?
>>
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that was actually pretty intuitive. yay for my first plinker plane.
>>
so, how the heck do you get to use spin blocks as turrets?
>>
>>121892775
you're supposed to use turret blocks as turrets instead of spin blocks
>>
>>121892775
why would you want to use spin blocks as turrets you dingus, there's turret blocks for that

unless you're thinking Cybran Scathis
>>
>>121892775
don't listen to them; there's a solution

http://fromthedepthsgame.com/forum/showthread.php?tid=11338
>>
https://steamcommunity.com/sharedfiles/filedetails/?id=551141458 what do you think of this, /egg/?
>>
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>chain reaction of equipment exploding
Fucking radical
>arbitrary health value tied to the entire grid
Not so radical
>>
>>121893504
perfect, thanks
>>
>use autoloaders only
>Firing speed too slow

>Use kinetic shells for clips
>kinetic do no damage

>Use he shells
>Hit to the clips causes 20x20 hole in the ship

Decisions, decisions.
>>
>people are actually making little robots in spengies
Yesssssss, it only took 2 years.
>>
>>121893523
It seems more appropriate for scuttling than combat damage.

>>121896838
>and so tumbles, his work here done, rode off in search of new challenges
>>
>>121896838
>>121896895
>implying shit still doesn't clang itself apart
>>
>>121896838
Tiny blocks back when
>>
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Imagine if someone imported the model of the engineer as a large ship and fitted it out.
>who is that floating out there?
> looks weird as fuck, details off
>starts moving
>textures changing lod all retarded
>just keeps getting bigger and bigger
>>
>>121897293
It would be invisible except for the innards until about 700m away
>>
>>121896895
I'll never leave
:^)
Onto ftd now
Can't you put spinners on helicopter spinners?
>>
>>121897710
Non-dedicated heli-bits attached to dedicated helispinners do not spin.
>>
>>121897826
Fug
Giant wooden flying boats will have to do
>>
Planets this thursday. Confirmed on twitter.
>>
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>>121900925
>>
>>121900925
Still don't believe
>>
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>>121847924
Gotcha.
>>
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>>
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>>121901904
what is that even, why is all the ventilation running on the floor?

why do the pipes just end?
>>
>>121847924
Here's mine
>>
>>121903612
They pop when there's too much pressure, its a safety release mechanism.
>>
>>121903612
Actually can't belive it could be done upside down by accident. I choose to think that it's purpose is to teach how to install them.
>>
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After seeing some of the stupidly powerful shit like this https://www.youtube.com/watch?v=1TUFIQR2QtA halfway through building a heavy Frigate I had an idea.

Has anyone tried mounting armour plates seperate to the main hull (ie on locked rotors so there's space between them and the hull) at angles? How much does angled armour reduce damage nowadays? I know it used to significantly.

I was also thinking of creating some sort of anti-missle flak cannons but I'm not sure how to get a lot of spread without using tons of surface area for the cannon(s).
>>
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KILL ME NOW
>>
>>121903748
I think you forgot something there friendo
>>
>>121904341
to sing it? You're right, every nice ship needs a decent name imho.
Voting for ERS Piña Colada
>>
>>121904341
Yeah i didn't configure the manipulator arm yet
>>
>>121904657
>>121904819
I've been away from /egg/ for a while. There's no image attached to that post. Are you just memeing me?
>>
>>121904874
No, not at all dude. Look again.
stealth cloak
>>
>>121904874
It's cloaked you dumbass.
>>
>>121905020
>>121905031
Oh I see now, I forgot to check my radar. Thanks for reminding me fellas
>>
>>121904874
ebin memez
>>
Planets!?
>>
>>121907090
no, only the release date for the release date of planets
>>
>>121907090
Thursday.
>>
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What's your opinion on mixing tracers into nucannon ammo loads?
Using a 24:1 ratio of regular:tracer still gives a 2 bonus to accuracy.
Adding a tracer is piss cheap, as you only need another very short ammo controller.

However, it is likely not of much use to low-RoF cannons, and if the tracer muzzle velocity is different from the regular ammo, the cannon muzzle will shift up and down as it's adjusting trajectory for each round.
I'm not sure how the latter affects high-gauge cannons, but at 2 cm the aim adjustment is near instant - although regular ammo is often fired at tracer trajectory leading to complete miss.


>>121896496
>use autoloaders only
>Firing speed too slow
More autoloader.

>Use kinetic shells for clips
>kinetic do no damage
Kinetic is like a poor man's laser. Unlike HE, the damage dealt increases with impact velocity. see webm
Once affordable, I'd probably say fuck cannons and go straight for mile-long laser cavities.
>>
>>121907213
>>121907292
Blaneeets!
https://www.youtube.com/watch?v=rcjpags7JT8
>>
>>121907292
It was not posted on the official channel. Could be a hoax.
>>
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>>121907292
>Thursday
which Thursday? tell me. the next Thursday?
>>
Who ready for alium foliage?

From the game code:

<Definition>
<Id>
<TypeId>CubeBlock</TypeId>
<SubtypeId>AlienLeafTree01</SubtypeId>
</Id>
<DisplayName>AlienLeafTree01</DisplayName>
<Icon>Textures\GUI\Icons\Fake.dds</Icon>
<Public>false</Public>
<CubeSize>Large</CubeSize>
<BlockTopology>TriangleMesh</BlockTopology>
<Size x="1" y="1" z="1" />
<ModelOffset x="0" y="0" z="0" />
<Model>Models\Environment\Trees\AlienLeafTree01.mwm</Model>
<Components>
<Component Subtype="SteelPlate" Count="130" />
</Components>
<CriticalComponent Subtype="Computer" Index="0" />
<EdgeType>Light</EdgeType>
<BuildTimeSeconds>80</BuildTimeSeconds>
<InventorySize>
<X>1</X>
<Y>1</Y>
<Z>1</Z>
</InventorySize>
</Definition>
>>
>>121907693
>Alien Leaf Tree
ayy!
>>
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They even made a precise clock when the update is released.
>>
>>121907682
Supposedly. Marek posted another teaser saying where will you be when planets are released? Nov 12th 2015
>>
>>121907816
Do we smoke the alium leaf tree?
>>
>>121907693
Great. I hoped to see some alien trees. Would be pretty strange to only see earth trees.

But on the other hand spiders and humans seem to be the only kind of creatures.
>>
>>121907693
>aliens
Oh you bet your ass I'm ready.
https://www.youtube.com/watch?v=mPdsXt6cJDY
Post your mechs to stomp the fucking bugs with.
>>
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>>121908001
>alium leaf
>dancing science nigger on Keen forums
DUDE
LMAO
>>
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>start survival game
>start out in space above a garden world
> NPC ship warps in
> blasts your engines
>crash land on a planet, have to salvage your ship to make a base before the night falls and space spiders come out
>>
>>121909006
>start survival game
>start out in space above a garden world
>computer melts a hole through your table and floor

ftfy
>>
What planets will keen give us?
>>
>>121909942
Only moons for now.
>>
>>121909141
>fermi
>2015
750 Ti's are a buck fifty.
>>
>>121909006
>he thinks anything will survive that crash
>let alone him
>>
>>121911219
So you're saying they're crashing that ship with no survivorsh?
>>
>>121893523

>>121894132 this. If you could make it non-arbitrary and if only components actually involved with power delivery or reception exploded I'd love it. Probably not possible, but I'd gladly take the performance hit from debris for such a mod.
>>
>>121911841
all for you
>>
>>121911841
It will be very painful.
>>
>>121912256
For you.
>>
>>121911841
it will be very invisible
>>
>>121913052
Why is he wearing the stealth?
>>
>>121913084
Perhaps he is wondering why somenbody would activate a cloaking field before taking a screenshot
>>
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And I am finally done building, texturing, mirroring, mounting and defining these ramps.

>make 9 blocks
>get 18 models (small/large)
>18 icons (light/heavy)
>36 definitions (light-small, light-large, heavy-small, heavy-large)
>headache

4x1x1, 5x1x1, 6x1x1 ramps, corner and inverted corner on the workshop soon, if anyone cares to build some super sleek looking shaps.
>>
>>121913210
now eliteanon can finally make the cobra
>>
>>121913210
noice
>>
So my friend joined my spengies server (just us, not a proper server) and for some reason he can't see or interact with (collide even) most of my big ship. Like it's literally not there for some reason.

Anyone experienced this/got a fix?
>>
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Features
- Character crafting
- Updated respawn carts

Fixes
- multiplayer crashes fixes
- fixed bots missing in G-screen
- fixed the issue with missing terrain after joining the server
- fixed the issue with missing stats screen after committing suicide
- fixed the issue with ropes on a client


When will they stop with the fucking survival updates? How about adding more shit to build with? Or even better, optimize the game so i can actually fucking play it above silky smooth 15 FPS.
>>
>alien leaf
>that's fucking all leaves not from earth
it is probably just the name for the regular trees.
>>
>>121913810
>explanation
>keen
Keen code
>>
>>121914608
>people still post the mengies updates
I don't know if you are doing it for your own benefit, but I know most people here couldn't give two shits
>>
>Alien Leaf
>no Dried Alien Leaf

what do you even do with the leaves, eat them?
>>
>>121914608
>aerodynamic windmill blocks when
>>
>>121915020
yea, but it'd be real nice if my buddy could actually see my giant project
>>
>mengies will never be an MMO
>mengies will never run smoothly enough to be an MMO
>mengies will forever take development power away from spengies

>spengies will never be an MMO
>>
>>121915329
That is a shame. Maybe you can print out a screen shot and post it to him?
>>
>>121915451
At least Starmad will become somewhat interesting if planets are required to produce ship crews.

Planetary control becomes important
Genocide becomes an option
>>
>>121915693
Nah m8 why bother I have a fax machine!
>>
>>121901904
>Ventilation on the floor
A bit unorthodox, but not unreasonable. You could build the actual floor on top of them, no sweat.
>Sprinklers on the floor
Well, that just wouldn't work at all. Is this a ruse? Did you flip the picture?
>Steel beams resting on the floor
>Tarpaulin in the background hanging down
>Sunlight shining from above
What the fuck happened here.
>>
>>121915779
>trusting a bunch of cables to send information
>not your local postman
>>
>>121915712
please tell me that is actually legit in the pipeline
>>
>>121916213
well AI crews are
I'm just saying they ought to be collected from planet populations and hired on stations
>>
>>121914608
When I saw Mengs the first time I thought it was just a fun "2 player build castle and destroy the ones of the other with balistic weapons game". It seems I was wrong.
>>
>>121913210
Shit, soon I can go back to making the pointiest ships ever. Those 3x1 ramps just didn´t cut it.
>>
>>121918750
8x1, 16x1 and 24x1 ramps when
>>
>>121918932
>inb4 shaps so pointy they tear into reality
>>
>>121918932
But ... why. ;_;

I coud make those right now. But that would really throw me off. Why. Why those lengths?
>>
>>121913210
Light or heavy armor?
>>
>>121919574
But ... it literally says it right in that post, anon.
>>
>>121919557
no anon don't it was a joke
>>
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>>121919671
>tfw
>>
How to use rotating blocks in FTD? I can place them but I get stuck only being able to put things in the rotating part and can't exit that mode to place them on the rest of the ship. Also which one do you use Keyboard or mouse?
>>
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>>121919896
NO >>121919008
>>
>>121919896
make a 64 long slope while you're at it

>>121920021
there's a key that cycles through subconstructables, but you can always just exit build and go back in build by hitting B

keyboard all the way
>>
>>121919659
it says it in the what now?
>>
>>121911219
Hopefully atmosphere will slow ships down
>>
>>121920021

Use [ and ] to switch between editing hull and turrets.

Keyboard building is about a hundred times better and contrary to what the game tells you, you can learn it basically immediately.
>>
>>121920196
>reentry heating never
I want to watch light armor burn up in the atmosphere. Doing it from the inside of a good sized ship wearing a rift set mite b cool
>>
Are you ready for planets, /egg/-kun?
>>
>Made a sub, cargo sub, a generic combat ship, a small fighter for distraction, a cargo airship with support artillery.
Honestly, I don't know what to make next.
>>
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>>121921723
Never have I felt more strongly convinced that this is the moment, the exact moment, that was calling for reaction images, and this particular one is the correct choice.
>>
>>121921878
A ship that's designed to be fun.
>>
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>>121913210
>oh hey, somebody's making those 3-long blocks people have been bitching for in FtD
>wait a minute, this is for SE
>people have to mod in blocks that have been in FtD for a game that's almost twice as old
>mfw
>>
>>121921896
epic
>>
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>>121922097
pls /ftd/-kun we're all ded here
>>
>>121913210
yes pls gib ramps to me

also by any chance is it possible to make 3x2x1, 4x2x1, 5x2x1 and 6x2x1 corners?
>>
>>121921953
Eh, I find my combat ship fun.
>>
>>121921878
>>121922664
A hueg battleship

Slow and cumbersome but built like a tank and has crazy strong firepower
>>
>>121922871
No.

Make an xboxhueg battleship that has horizontal dedicated helis along its length, letting it go super fast.
>>
>>121922664
Build a ship that's only there for ramming others.

Or a ship that has a tip with explosives on the front.
>>
>>121922871
This. Make a big-gun nucannon battleship and use it to hit things from way the fuck away. THen make heavy cruisers to escort them, and light cruisers geared towards flak.
>>
>>121921896
>you´ll never be a little girl with a massive erection

why even live
>>
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>>121922639
Sure. Any combination is possible. But as these 36 definitions and the testing took me all day (also because I am using Blender and I am a shitter), I won't do any more today. I am gonna make 4x4x1, 5x5x1, 6x6x1 corners and inverted corners tomorrow, so eliteanon can actually build his cobra.

Then I might look into those and/or kill myself. I am not good at this. I literally got it down by running my face against a wall of convoluted shit I have no idea about until it came out the way it should. I made a friend of mine, who's a 3D artist, cry.

Pic related as a teaser about what she is working on - for Spengies.
>>
>>121923594
/3/ has some useful resources, although this is pretty basic stuff
>>
>>121923542
That's kinda boring. Honestly, I'd probably want orbital battles. Put some asteroids there for structures/resources and its set.

Until somebody lands and makes a base there, then it'd orbital bombardment time. Or drop pods with npcs for capture, if such a thing will be possible
>>
>>121924210
Ditto. I'm excited for the spess aspect. Late game tech, resupply from planets, complicated ships.
>>
>>121924415
As far as I know, orbital battles are just transition from planet to planet in future campaign, not actual open space.

I guess you'll be able to mod the map and make spawn point mid way to a much higher ceiling, so who knows
>>
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>>121904005
>trying to learn how to import personal created blocks into spengies

welcome to hell comrade.
>>
>>121922639
Posted: http://steamcommunity.com/sharedfiles/filedetails/?id=551854023
>>
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I kinda wish Starmad had FtD building system.
And FtD had multiple planes of symmetry.

>>121858397
>>121860280
On a side note, I stole this design for inspirational purposes and built my own variation.
This is what I came up with.
It's armed with 3 11mm turrets with 30 shells per minute RoF. 3-block shells consist of a composite head, a HE charge and a penetration fuse, with rest being gunpowder.
It's supposed to be a budget bewt and I'm fairly satisfied with it's test results.
>>
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>Infinity, that one space game that sounded amazing, as some giant open world do what you want it's like civ crashed into eve into freelancer or something but good finally has some new news come up, and some videos of gameplay

>they've taken their existing assets from developing that game and redeveloped as a space shooter

I had so much feels when it looked like this game was finally happening, and then it turns out to be planetandspaceside2. Fuck everything.
>>
Planets on thursday. Talked with a KEEN dev.
>>
Any guides to stop building shitseaboxes on FTD?
>>
>>121929563
Steal other people's designs and build something of your own from them.
You'll eventually develop your own style. Hopefully.
>>
>>121929295
We already knew this
>>
>>121929295
Planets on Thursday. My dad works at Keen.
>>
>>121930049
>lying on the internet
>>
>>121930475
what the fuck do you think this is https://www.youtube.com/watch?v=jJoRKVbDjj4
>>
>>121929563
build the box, add a cool design around it
>>
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>randomly spawning cargo ships will fall out of the sky slamming into planet
>the beacon will be visible from 10km
>player factions will send convoys to salvage the ship, eventually making contact and fighting over it with vehicular and air combat
>>
>>121930537
A fake trailer.
>>
>>121930592
>player factions will send convoys to salvage the ship, eventually making contact and fighting over it with vehicular and air combat
>that's how spiders will eventually get to other spacecraft
>>
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>>121923594
> I made a friend of mine, who's a 3D artist, cry

anyway, you're doing a good work anon, keep it up i'm looking forward for other slopes, i always wanted to build a sidewinder too but i was limited by the slopes.
>>
>>121930475
>>121811494
>>
>>121930680
Oh how could I be so silly of course the lead devs would upload fake trailers for their highly anticipated features :^)
>>
>>121930730
>lol I'm continuing to meme confirm planets
We've been over this a hundred times, dude.
>>
>>121930592
>>121930724

https://www.youtube.com/watch?v=EWBJMwNgTQ8

>>121930727
I have plans for the "missing" slopes. Tomorrow. Today as draining as fuck.
>>
>>121915712
enemy faction? why put effort into taking over their planets

EXTERMINATUS
>>
>>121930991
>sabotage the ship, loading it with explosives and/or space spiders for one unlucky motherfucker to stumble on
>>
>>121930172
your dad a shit.
tell that fucker to get his shit together.
>>
>>121930019
>>121930556
How do I connect a rotor to a rotor control?
>>
>build a weapon free cargo ship with explosives inside
>place it on planet with a beacon on
>watch it from far far away
>if someone comes and wants to get the ressources you blow the whole damn thing up
>>
>>121931574
D E V I O U S
>>
>planets are 2 days away
Who are you feeling /egg/?
>>
>>121931574
>explosives
space spiders are where it's at senpai
>>
>>121931907
I'm feeling no-one
>tfwnogf

Feeling reasonably excited tho, working on a Heavy Frigate for planetary defense purposes

>>121931946
>not explosions that launch spoders
>>
Anyone playing on a spengies serb?
I want to blow up ships with you guys because solo spengies is depressing as fuck
>>
>>121932007
>gf
>not strong manly husbando
What a faggot
>>
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>>
>>121933176
Y-yes?
>>
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>>121933176
congratulations you made a... cross? Is it to ward away Clang?

Making progress on >>121903929
>>
>>121930831
>http://forums.keenswh.com/threads/its-official-planets-are-coming-this-thursday-november-12th-post-your-reactions-here.7372554/
:^)
>>
>>121933618
LWH measurements.
>>
>>121933618
Shoot rockets on it. Make webm.
>>
>>121933914
>lol here I am posting a meme confirmed thread on the forums
This is getting out of hands. Stop this shit.
>>
>>121933942
Working on it, not a bad way to test it. Though, it's more a defense against kinetic missiles

>>121933618
o
>>
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>>121932007
>desert planet convoys
>mad max confirmed
>>
>>121913210
3x1x1 pls
>>
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>the inner core of planets is filled with molten lava
>drill deep enough it splurges out
>take the lava and contain it in a force field
>drop it on enemy ships
>burns through their hull
>>
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>>121934326
meant second bit for >>121933915

one webm for firing and one for damage results, which were... interesting

only got small ship ready to paste unfortunately, re-installed windows recently and lost all my shit

>>121934695
mite be cool, depends on how much wheeled vehicles shit themselves on planets

>tfw just deleted the world where I blew shit up but hadn't saved for like 20 mins before

there goes one of the plates ;__;
>>
>>121934740
ther is already
https://steamcommunity.com/sharedfiles/filedetails/?id=328494103&searchtext=armor+ramps
https://steamcommunity.com/sharedfiles/filedetails/?id=490036307&searchtext=armor+ramps
>>
>>121935538
I like this small ship design. I'll copy it someday and pretend I did it. Will you post more of it?
>>
>>121935538
damage seems like that of a normal heavy armor layer, try with some kinetic penetrator stuff like a big lump of heavy armor launched at high speeds agains it
>>
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>>121935654
(for you)

>>121935794
Alright
>>
>>121935917
Thank you!
>>
>>121936045
No problem. It flies like shit now that inertial dampeners don't give boosted thrust though.

Working on heavy armour lump impact webm, damage result one corrupted or some shit, slight deformation on main hull but not too bad, didn't go past 1 layer
>>
>>121873895
Sensor blocks
>>
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>>121935794
>>121936420
Well shit

I think spengies counts the 'air' between as voxels and it deforms anyway btw
>>
>>121935615
Ty.
I'll use these on Thursday, not gonna burn out more before then.
>>
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>>121937294
Rebuilt the plate I lost, only thing it it seems they're practically worthless...

I'm going to finish it anyway because I like the design, go full UNSC style and shove a giant MAC gun down the center, maybe have a missle bay. If I can be arsed when I've finished the plating I'll just make the entire hull heavy armour to compensate for the lack of defense from them.
>>
post nice debris fields
>>
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this started as trying to make a fast plane, but one thing led to another.....
>>
anyone here willing to join a spengies server?

I just started playing on one and I need people for fun

serb is "24/7 Andromeda Empire PVP Infin"
>>
>>121939279
tempted but I want to get this >>121938798 shitpile done

that and starting new always takes 3 years and with planets dropping soon I don't want to bother really
>>
>>121939279
>>121939382
Thursday, I'll start accepting people into the access group for Warbros again. Server will be unavailable until after the update and some verfication.
>>
Multiplayer VOIP hype.
>>
>>121938798
You might just need a larger space. Spaced armor works against shaped charges because it gives enough room for the jet of molten copper to lose coherency, but that might take a lot further for a KKV. You're also likely to not reduce the damage so much as spread it out, and given the already large holes a KKV can make that might require a lot of spread to prevent penetration.

The other consideration I'd investigate is what happens to the KKV on impact. If it's staying in one piece, the spaced armor isn't going to help and you'll need a way to break up the projectile as it passes through.
>>
>>121939796
I'd be inclined to agree with you there, but there's no way to increase the gap without remaking the entire thing by hand so fuck that.

The 'ship' bomb/missile vaporised on impact, interestingly.
>>
>>121939694
What's VOIP?
>>
>>121939504
Huh, cool. I'm definitely down for rejoining Warbros if/when it goes back up.
>>
>>121940034
What's Google?
>>
>>121940223
What's Bing?
>>
>>121940034
voice over internet protocol
you fucking retard
>>
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Goddamnit.
>>
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>>121942619
>>
Okay, what should I use for static territory defense in FtD? Structures are basically unusable in the water since they have to be tethered, raising costs to exorbitant levels. A boat would work but it would have trouble maintaining position. A fortress would work, but the automatic movement for forts is bugged, and also it necessitates an engine - expensive for cheap disposable defenses.

I was half-thinking that something like an underwater heavily armored base with towers extending toward the surface in every which direction would be a cool way of making surface defenses, but it would be fairly expensive as an initial investment (though upkeep would be cheap). As a plus, ammo, fuel, etc. would be kept safe, and effective laser missile defenses could be distributed over a broad area cheaply.
>>
>>121942909
http://steamcommunity.com/sharedfiles/filedetails/?id=302107865

cheap and effective
>>
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>>121942909
>static territory defense in FtD
build a large ship to mine resource points, nearby on an island build a structure with a huge artillery piece. to defend it.
>>
I wanna get into FtD
What are some things I need to know to not fail miserably?
>>
>>121943978
Build small cheap ships instead of multirole dreadnoughts
>>
>>121943978
Build multirole dreadnoughts instead of small cheap ships.
>>
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>>121944458
>>121944330
Thanks
>>
>>121943978
Support ships with healing tentacles are your friend.

also you have to physically carry around fuel now and it doesn't auto regen like ammo so make some tanker ships.
>>
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>>121938798
Just two front plates to go, but for now I need sleep. My first big ship that's actually shaping up nicely.
>>
I am consumed by a need for WAAAGH

please gib orky Spengies and FtD ship blueprints
>>
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Who /gettingreadyforplanits/ here?
>>
>>121946538
i'm getting hyped, but didn't touch the game since 2 weeks.
>>
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>>121946873
Microtools are so SHIT in range, ahaha.
>>
>>121946538
I'm waiting for planets before doing anything because I can't get motivated
>>
>people still believe planets is a regular update
Wake up, idiots. It will be a DLC. Why else would they add a timer on their homepage?
>>
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5x1x1 ramps in action. Sleek will come..!
>>
Does anyone have that image that explains all the laser stuff like how many distabilizers you need, how many doublers and whatnot.
>>
>>121883404
Here's a hint
The next step is impossible, because for any land based application wheels are better.
>>
>>121907375

i only use tracers with super long range cannons and only if i can mix one in that has exactly the same speed as the regular round. i don't bother if the caliber is over .62 though, not really worth it.
>>
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>>121949136
Balance of the materials?
>>
>>121943325

i'm glad i'm not the only one who does this

efficiency gets my engineering-boner rock hard, i made a turret emplacement on the big hill you start next to in neter, a high gauge cannon with a rather long barrel, 0.081 inaccuracy, 800m/s HE rounds. they don't do tremendous damage at 0.25m gauge/4m loader but it fires once every 9 seconds and rarely misses, it kills things reliably at 2km out with two or three hits and i've yet to see more than a handful of harmless shells land on it's utterly massive bulk. it's got a triple layer of metal around it, a small engine and some shields + flare launchers, it's basically a 900 block fortress that can't move and is almost impossible to destroy.

it's not as hard or as fun to make as a vehicle but my god, i love seeing it destroy a 30k DWG fleet without taking any damage. it's rather magical.
>>
>>121949054
Didn't they specifically say that it'd be free, Dr. Bait?
>>
>>121951208
I thought the way supply works in FtD you wouldn't be able to get supplies to it?
Or is that just a cost that deducts automatically to restore its munitions?
>>
>>121950791
Balanced to vanilla specs, ish. It's spitballed. Heavy Armor can take a beating.
>>
>>121913210
I thought there was a mod that had these shapes already? Or is this the DX11 version
>>
>>121949136
inb4 keen steals the mod and splits them up into 5 seperate 1x1 blocks
>>
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r8/h8 my thrusterpod, /egg/.

>>121952012
The Armor Ramp mod only has up to 3x ramps. The creator deded, so someone else picked up the ded DX9 mod and redid it in DX11. Now I am adding DX9/DX11 4x, 5x and 6x ramps.
>>
>>121949136
Are these actual deforming armour ramps or just shaped & textured blocks?
>>
Nuclear engines in FTD when
>>
>>121952275
FtD usable editor and descriptions for parts when
>>
>>121952175
Are the recipes balanced for survival?
>>
>>121952331
FTD funded by US navy when
>>
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>>121952185
Well, since Keen does their armour by taking the model of a shape (say, a square) and add them with positional data, and these ramps don't ... I am not sure. I made solid blocks, rather than individual shapes which would then be combined.

>>121952379
About as balanced as the vanilla blocks are.
>>
>>121951779
>I thought the way supply works in FtD you wouldn't be able to get supplies to it?
Supplies are still magic. You'll want either an airfield or a naval base to supply emplacements.

Either way good trucks and cargo helicopters would be a good thing to have.
>>
>>121952701
>Supplies are still magic. You'll want either an airfield or a naval base to supply emplacements.
Later on I mean. Localized resources soon. The best part is that it ends up being a dreadnaught nerf. You shoot the squishy tankers and tenders that show up to resupply it otherwise it has to camp in a refinery. Unkillable borg cubes get Tirpitz'd.
>>
>>121952701
Alright cool.
I completely don't understand anything about FtD but really want to play the campaign.
As a random question, I see a lot of /egg/ designs with proper Cannon Turret emplacements, are they actually rotatable or are they only for show?
>>
>>121952863
>As a random question, I see a lot of /egg/ designs with proper Cannon Turret emplacements, are they actually rotatable or are they only for show?
They rotate fully.
>>
>>121952701
I wonder if you could make a big and stable enough flying aircraft carrier to stage nearby fighters or mid air refuel other huge aircraft.
>>
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Working on the hullplate now.
>>
>>121952564
So it doesn't deform?
Lame.
>>
>>121954863
If we had Lua communication between vehicles mid-air refueling would be possible.

You can already make carriers, but they're usually LHDs or airships with parasite fighters. Lua to drones would allow you to do things like have fighters taxi to a runway at an airbase or do the various things that constitute carrier ops (even store them below deck)
>>
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Progress on babbys first hull
Obviously need to fuck with buoyancy and weight when it has more shit in it
>>
>>121956114
Leaving room for bulge armor on the sides? I've been meaning to look over BB and CA hull layout to figure out how to best do that.
>>
>>121956232
>he doesn't use internal torpedo belts
>>
So I've had From the Depths for like, half a year now without ever building anything meaningful. All the shit I try to make either tips over or starts doing extremely funky shit when I start moving.

Is there any guides for this game? I think figuring out orbital mechanics in Kerbal was easier than figuring out how to make a boat float upright.
>>
>>121952839

yeah i'm really looking forward to the cease-and-desist that'll happen to all the super shielded impenetrable flying lasercraft.

i expect my cargo ships will be the rather obvious flying wooden barges with power-less heli blades so it consumes zero fuel and moves at a reasonable 25-30m/s over any terrain, carrying tons of resources. might need to confine it to the interior of my territory though, or have a high speed strike force on call to keep them safe.

i wonder if Nick will remove the whole power-less rotors thing, i kind of hope he doesn't, it's really neat and tremendously useful for small engine-less craft.
>>
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And one of the two frontal brake thrust pods.
>>
>>121956232
I hadn't even thought of that, I really have no clue about serious ship architecture, but with some dicking around I might be able to do that around the sides.

>>121956562
Alternatively, my shit is still hollow, and I could probably do that
>>
>>121956787
It's gonna be neat actually having a use and need for little frigates and destroyer-escorts.


It's also going to be neat to build backfires with cruise missiles specifically for supply interdiction.
>>
>>121956562
>using internal torpedo belts
Holy fucking shit are you dense?
external pros > external cons
internal pros < internal cons
>>
>>121957018
less drag, go faster
>>
>>121952175
modshit/5

Well, the 5-long ramps are actually pretty cool. I could imagine using them. Deformation is a must, though. Considering how often my ships slam into other objects, accidentally or otherwise, I really want them to be able to have that battered look.
And I'm not impressed with the little wings. What are those supposed to be, heat sinks? They don't really match the blocky aesthetic of the rest of the ship (and SE in general).
>>
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>>121956779

just keep an eye on the big plus sign on the weight symbol, that's the center of mass. if it's below the waterline and your boat looks something like a boat, it should float without too much trouble. if it's metal, add an airpump and enclose the area.

you can find a lot of youtube tutorials for it. the basics are really just keeping your thrust oriented correctly with your center of mass so you don't do wonky shit. you can configure thrusters facing down on the side of the middle of the boat to also fire when you turn a specific direction by using a complex controller, which lets you negate the roll you might get from using a low rudder.

>>121956987

man the supply raids are gonna be glorious, i already have a small chopper (pictured here skimming the water) that can take out an atlas in two volleys and has extremely tight maneuvering, it's fun as shit to fly around a big force and harry it to death, gonna be awesome when i can engage escorts and then hop out and commandeer a resource barge.
>>
>>121957082

>heavy combat ship, vulnerable to torpedos
>sacrifice survivability for "move slightly faster" when your movement speed is already too slow to be a relevant defensive factor

how about no
>>
>>121957102
>modshit/10
Implying I care.

>the little wings
Aerial stablisers. Whatever. This is gonna be a greebly ship.

Heavily inspired by: http://www.igorstshirts.com/blog/conceptships/2015/isaac_hannaford/isaac_hannaford_17.jpg

>deformation
It is another magnitude of effort to make a deforming block. I am adding to an existing mod, using the same method as the original author. You can try your hand at that, though. All you need is Photoshop, Blender and Notepad++. If you want to go through the trouble, I'd gladly use a deforming block instead.
>>
>>121957432
Wings =/= greebles
>>
>>121957681
>functionless shit for the sake of making it look like more than a space-buttplug
>not greebling
>>
>>121957281
Still has a torpedo belt, it's just internal instead of an ugly bulge inside.
>movement speed is already too slow to be a relevant defensive factor
>>121865195 is a shitty and unfinished attempt to make a fast and maneuverable yet relatively large bewt, it could be a lot faster if I changed up just a few things
>>
>>121957823
It is used to break up large flat surfaces, not dildos just sticking out

Fucking spacewings
>>
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Hangar gates, closed. Gonna go for roughly 15x15x5 internal space, with two or four moving platforms on the inside to hold ships.
>>
>>121958482
you know. space wings irl would actually make for a more manouverable craft
>>
>>121958727
Only because you've got verniers at the tips.
>>
>>121958727

Space wings are I or H cross section beams with engines at the tips.

No one ever complains about the StarFury's wings because they're stocky, swept blocks with huge RCS and engines at the tips.
>>
>>121957898

yes, but the insides of your ship is where you put things, like bouyancy chambers and ammo/fuel. there are more reasons to have an external torpedo belt than an internal one, and they're not hideous, just a common part of the kind of naval combat FtD has a lot of.
>>
>>121957898
Where the fuck are you going to magic the additional room internally for a torpedo belt?
An external torpedo belt isn't going to use up any additional space. Hell, it might even create an opportunity for you to put shit in.
A low drag torpedo belt design might decrease your ship speed by less than half a m/s, if that.
Go fuck yourself buddy.
>>
I wish I knew how many large hydrogen thrusters I would need to lift by nearly 5 million mass ship.
>>
>>121952068
I wouldn´t complain about that. individual blocks > one large block
>>
>>121959459
It's literally 2 extra blocks on each side. That's absolutely nothing on a big ship
>>
>>121957898
Why are you talking about belt armor and bulge armor and posting something the size of a frigate.

Also
>bulge
>ugly
I will skullfuck you.
>>
>>121959896
>2 blocks
You mean all of fucking nothing?

I'd want the belt to be at least three blocks thick and 2 minimum on the bulge. Widest part of the bulge interior could be as wide as four to six blocks from the hull itself depending on design and size. Please look up dreadnaught and superdreadnaught references.
>>
>>121960101
Why would they need to be really wide? There's absolutely no reason for them to be wider than 2 or 3 blocks
>>
>>121960362
1. Armor needs to be thick to do its damn job
2. Spaced armor needs to be wide to do its job
3. Please just go look at real superdreadnaughts
>>
>>121956114
>Those turning props

Fucking sexy

Stealing that idea
>>
>>121960462
A torpedo belt is literally just "throw some shit here so torpedoes explode over here instead of right next to the engines," they don't need to be very wide or thick.

Regarding real superdreadnaughts, torpedoes are drastically underpowered in terms of destructive capability. The Japanese long lance torpedoes carried a half-ton warhead that fucked anything it got close to, and heaven help the ship that got hit while those were stored on deck. If torps get a huge buff in terms of how much they wreck shit, then I'll consider external torpedo bulges.
>>
Any tips out there on how to build a compact and efficient laser-based missile defense system?
>>
>>121961242
one interceptor fired one after the other. Front one has a flare on it.
>>
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What's gonna be the first ship you (attempt to) land on a planet?


Let's see some landers.
>>
>>121961531
I intend for my first landing to be a crash landing.

so the red ship
>>
>>121958691
>moving parts ever
>in spengies
>keencode
You will regret this
>>
>>121959896
So your "internal torpedo belt" is absolute dogshit then?

Torpedo bulges should be spaced, to minimize collateral damage to the heavier armour from explosives, they should act as additional buoyant bulkheads giving extra survivability for heavier metal ships.
If you don't know dick about how to keep your ship afloat, or how to defend from torpedoes, or if you've never played through a campaign, don't pretend that you can just internalize shit that should obviously be kept outside.
>>
>>121961420
That's a missile-based missile defense system, though.
>>
This is a reminder to anyone who plays starmad after crews are a thing

make sure, if crewmen are taken from planets, to build approximately 1/3 of your structures in hardened underground bunkers to survive planet glassing genocide attacks designed to cripple your ability to deploy fleets due to crew shortage, forcing you into an Axis Zeon situation.
>>
>>121961531
I plan to start on a desert planet

Mad Max up in this bitch

the Church of Clang will rule the stars
>>
>>121908693
Motherfucker, that's fucking Carlton
>>
>>121962336
You can literally just do this
(outside the ship)
metal
empty space (2 or 3 shields in here)
metal
(rest of ship)

It works perfectly fine
>>
>>121962472
I want for a planetary faction PVP server so fucking bad

I want to hear the rage when we send 20 armed canbots at a faction base as autonomous units while we support from gunships and tanks to take shit out. Arstotzkan Ground Forces Stronk.
>>
>>121962769
you better do that when they're online

offline raiding ruins everything, and makes you a nigger
>>
>>121962690
Ok, so now you understand that the total space in the inside of my ship has decreased in size by about 3-5 blocks at the cross section on either side?
This means that I'd have to make my entire ship about 6-10 blocks wider (if I wanted to have the same internal space) which would have a higher drag than adding a fucking torpedo bulge at the waterline.

Also I'm a purist and not a fan of shields, so no.
>>
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>>121960653
I only wish I had thought of that while I was building the bow so i could have implemented it into the bulge. I really don't feel like building that over again.

Also, what's considered a decent speed for a ship this size?
>>
>>121962769
>20 armed canbots

>not a swarm of tiny autonomous BRRRRTTT

https://www.youtube.com/watch?v=uj_BLWaXABA
>>
>>121962852
>you better do that when they're online
why wouldn't you
I want to hear them yell about the fucking robots
>>
>>121962942
>have to make my entire ship about 6-10 blocks wider
No, just make it a little longer. Ultimately you're going to be facing a loss of 3 blocks on each side, and making the ship longer actually makes it faster if you can find space for dedicated helis all along the ship.

>Also I'm a purist and not a fan of shields, so no.
>my personal tastes render your designs invalid
>>
>>121963979
My personal tastes render your designs invalid for me
>>
>>121964219
Good for you
>>
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Good night, /egg/.
>>
>>121962852
Online raiding is so much more fun anyways.
https://dl.dropboxusercontent.com/u/8682580/Space%20Engineers%2002.23.2015%20-%2017.46.50.35.DVR2.webm
Maybe im a sociopath but its really fun to pick people apart like this.

Afterwards they were complaining in chat they were randomly getting killed.
>>
>>121967140
>small ship
>floating cube of junk
baka, you're picking in new players desu senpai
>>
>>121967140
What component did you snipe off there? Oxygen?

And did they really not notice the damage on their fighters?
>>
>>121967604
Was a player working on a gatling turret and I tapped it with my guns until it broke and then slapped the player with a missile that took nearly 5 seconds to get there since i was a km away.(the small blue jets is the player and the smoke/fire is the gatling turret broken.)

They blamed it on each other and gatling turret bugs.
>>121967556
That smallship is actually bigger than the fighter I was using. Besides I've done way worse to people.

Its a really good fighter design i've taken out big autism ships like pic related with it. I just sniped his engines while dancing around the ship until he finally lost control of it and it drifted off into the void.
>>
>>121966501
what's the armor on that thing
>>
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>>
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>>
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not planets
>>
>>121968661
>>121968863

>spengy on the surface shaking his fist angrily at you while you do your flyby

https://www.youtube.com/watch?v=roKCZfE9JJ4
>>
>>121963179
either way, should we march the bots into the fight or set down dropships 1.5km away from the target? Dropships would allow us to engage without spending time getting waypoints for the marching path.
>>
wait a minute guys.

Blocks on spinners don't generate drag, right?

So we can just have massive screens of cheap wood on each side of the ship that don't slow the ship down at all and can be farther out than any regular torpedo bulge (again because lolnodrag)
>>
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>>121969384
>not building a two stage dropship
>first stage drops off the ship unleashing hordes of small fast drones
>second stage lands a ways out and spews out slow moving heavy hitting tonks/walkers
it's like you don't even dune2000
>>
>>121970734
Well yeah, we just cut the cargo section off the bottom of one of the dropships to make it open like a carryall, then it can carry a largeship shambler. We'll use the ones with largeship launchers and, assuming rockets are affected by gravity, have them act as heavy artillery from 800m.
>>
>>121957432
That site has some really inspiring shit, thanks anon

>tfw when the last fir pics are basically my spacedicks ships
>tfw i have no suitable reaction image for such an event
>>
>>121973338
Four* goddamit i shouldn't type from my phone
>>
Does anyone want to know a completely op thing to do in FTD which makes cannons even more obsolete.
>>
>>121973657
>10,000 missiles
>32 gigawatt laser
You fucking name it
>>
>>121973729
A launch pad with one missile block and two ejectors. Missile should be 2 HE. Accuracy is always 100 percent. Range is too op.
>>
>>121974000
We know. Thumpers were better.
>>
My missiles don't fly where I want them to
>>
>>121978369
just change the location what where you want them to fly to the one they end up in
>>
test

asdsa
>>
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How the fuck do I paint
>>
>>121962297
They're basically hangar gates. They move but have no physics. The way pistons should have worked.
>>
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Starmad update soon. Also price increase, even though its still basically free by playing the demo version.

Itll cost $17, up from $10.

Youll need to make actual storage bays now, instead of just havea tiny box in the wall that holds infinite amounts of everything.

>Cargo Update

>You may have heard around the watercooler that our next major feature we’re working towards is the cargo update. Coming with it are a number of changes that we’d like to share with you so that you can best prepare. While we have it quite thoroughly planned out, we still have to say that Alpha is Alpha and in the middle of the build we may find that it would actually work a better way or there’s a programming issue preventing a particular aspect. So take this with a grain of salt, but know this is what we’re working towards.

>The cargo system will be built as an extension of the current storage blocks. It will utilize the placing of build-only-visible area blocks (think Trigger Areas) to define a 3D area-block-filled region as a cargo area. The cargo area is then connected to a storage block, rather than us having to introduce another block in the process. This also saves us from reinventing the wheel as all the filters, pull mechanics etc already exist in the storage blocks. You will only be able to define one storage area per storage block, so if you have two cargo areas on your ship, you’ll need a storage block for each. When you then store items through the storage block into the cargo area, cargo crates will appear in the cargo area.
>>
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>>121980347

>As part of this same cargo update we’ll be introducing stack limits. We’re refining exactly the process we’ll be stack limiting but regardless of our mechanics, the main thing we want to address now is the process of rolling this change out, so don’t immediately jump to the bottom to leave a reply demanding that it should be implemented this way or that.

>When we first release cargo and stack limits, any stacks in storage blocks or your inventory that are over the stack limit will appear in red text. You will also get an alert if you enter any friendly (probably factioned) entity that there are overstacked blocks in storage on the entity. These overstacked blocks are easy to break apart through the current storage options, and once dropped under their limit the numbers will become white again. You won’t be able to stack more on your already overstacked blocks.

>After a couple weeks we will be adding in a server setting that allows server owners to switch on stack decaying. Stack decaying will cause any overstacked blocks (the ones with red numbers) to slowly lose blocks from their stack, decaying until the stack comes under the stack threshold. This setting helps servers transition over to the new system while also giving active players enough time to move to the new system as well.

>If you need a quick fix, shop modules will still have their own block storage for now, and will hold more than the stack limits. However this is only a temporary solution, as we’ll be transitioning shop modules as well though it will be staggered with the cargo update.
>>
>>121980347
Does anyone even play that game?
Are they increasing the price because of poor sales?
>>
>>121970497
yes you can. but it would look shitty, and if the spinblock gets nabbed, off goes everything.
>>
PLANETS
L
A
N
E
T
S
>>
>>121984389
T O M O R R O W
O
M
O
R
R
O
W
>>
How viable would some kind of borg cube in ftd? Obviously a big cube, but would lots of small engines spread throughout the ship be comparable to one medium sized one? Can you have multiple engines? What about multiple ai's?
>>
>>121945598
White flayers for ftd
>>
I'M STILL FEEDING YOU TO THE SPIDERS
>>
>>121986820
Please no anon, I'm just a little space engineer. Don't hurt me!
>>
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Planets will be shit
>>
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>>121988253
NO, planets will not be made out of shit.
>>
>>121980347
>>121980476
oh shiiiiiiiiiiiiiiiet, starmad confirmed getting the resourcepocalypse before FTD

on that note, anybody actually playing or only the usual circlejerk?
>>
>>121989124
starmade would be so much better if they had spengie building controls
>>
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bomb factory anyone
>>
>>121989294
the starmade building is literally superior if not for that

>literally zero clang moving parts
>multiple mirrors, easy copypasting, easy circle/torus/sphere filling
>tons upon tons of blocks to build with
>comfortable 1x1x1m voxel size for both small details and fast bulking

all it's missing is the drag-a-rectangle and 6-key rotation from spengies and it'd be the gold fucking standard
>>
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>SE leaves early access in a day
>planets were the last patch it got
>>
>>121992149
Wait is it actually leaving Early Access tomorrow or is that conjecture?
>>
>>121992234
Of course. What did you expect? Planets were the thing they worked towards all this time. It will be the last update so they'll be leaving EA tomorrow after the patch. Didn't you follow the news?
>>
>>121992234
he's talking shit

99% of Spengies discussion is pure conjecture and bullshit
>>
>>121989124
>>121980476
>>121980347

I'm glad you asked!

There's a subfaction of /vg/ remnants of arstozka in the TGT, apply on the forums and Comr4de will wave your application through. We're doing actual combat ops with ships that can actually hold up in combat so it's pretty fun this time around

http://starmadedock.net/threads/the-terran-gossamer-technocracy.21407/

ask for the zyklon fleet
>>
>no heat is SE
>no lasers that you have to charge with batteries
>lasers will never heat up the enemy ship
>it will never start to melt the hull
Pain.
>>
>download ftd
>fuck the tutorial
>now can't figure out how to move forwards
Do I unfuck the tutorial now?
>>
>>121992892
>no plasma weapons
>slow but incredibly deadly projectiles
>impact and stick to hull, burning through
>tfw can't pull Keyes Loop
>>
>>121993115
>no spider egg weapons
>smash trhough hull and hatch
>eat up everything that produces or consume electric energy

It's a bit sad that they only attack players, isn't it?
>>
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>>121993273
>Spider/Lekgolo worm hybrid

I need this in my life

More worms = bigger spider

That being said I imagine there'll be some way to contain them in cargo, maybe make a closed loop (open until they go in, quickly change it) and just fire that at a ship.
>>
How do I ftd? Are there guides to be less shit?
>>
>>121993115
>plasma has to be slow
Nice meme.
>about 400 km/s
>The solar wind streams off of the Sun in all directions at speeds of about 400 km/s (about 1 million miles per hour)
>>
>>121993115
>plasma
>impact and stick to hull
You know that "plasma" is an actual phase of matter, right? It's not just a fancy word to describe nonsensical sci-fi doodads.
>>
>>121994707
yes but I'm specifically referring to it in terms of being a nonsensical sci-fi doodad

it's not like Spengies is lacking in that department, what with the whole magical oxygen farms and infinite power transferred via being vaguely attached to things
>>
>>121994129
plenty
>>
>>121994432
somehow didn't see this reply but essentially >>121995113 I just like the idea of it ala the Halo universe, though it's not that slow in that either but it'd balance it if it were to be crazy destructive
>>
>>121993468
We'll see in a day.
>>
>>121995406
Well that's assuming Sabiroids ship with planets, I could see it happening but I could also see it not happening.
>>
>>121995495
I don't wanna be too pessimistic but I assume we only get planets and moons. Spiders will come in a future update.
>>
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>>121995113
>magical oxygen farms
>>
>>121995994
That's all well and good but as it stands the things are just boxes that produce oxygen, it'd be nice if they at least showed plants inside or something on higher graphical settings (as more polys n shit).
>>
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>>121996167
>exposing your only reliable source of oxygen to lethal doses of solar radiation
>>
>>121989548
nigga you haven't connected those welders, it's not gonna work in survival. Also you don't need that many, they weld in a radius of 1 block from them.
>>
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>>121989548
THIS is a bomb factory on a bomber
>>
>>121996167
>That's all well and good but as it stands the things are just boxes that produce oxygen

just like in the 60s
>>
I have done a blunder in FTD
I built my ship backwards facing.... is there an easy way to flip orientation or do I just need to git gud?
>>
>>121998815
Yes, save it and before you load it again, use turn blueprint button in top right.

>Adding in the localised resource stuff now. It's working well and I've managed to put together a very easy to use system where vehicles opt in or out of resource trading and then set preference levels for each resource type. They will automatically redistribute resources with other vehicles in their "supply group" based on these preferences (and the relative amounts of storage each vehicle has).

> This system allows for solid supply lines to be setup by building fleets / structures a few km apart in a chain, or the use of roving (roaming) supply fleets.

> The player can toggle the grabbing or dumping of resource into/out of his personal pool.
>>
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>>121999078
Thank you, much appreciated. Have a Pillbug.
>>
>>121995994
>>121996167
Lots of speculation that oxygen farms will require the organic material (that's been in the code forever now) from planets after the update.
>>
Planets never.
>>
>>122000648
Planets Friday. Talked to my father's uncle who owns Keen's facility management subcontractor's second broom.
>>
>>122000748
Oh yeah? My dad knows a consultant at the building next door to the cleaning firm that do Keen's offices, and HE said planets are coming THURSDAY!
>>
>>122000748
>>122001881
Well, Keen hacked my game and stenciled the release date for planets on the side of my new capital ship's rear-external oxygen farm hangar door. Pic related.
>>
>>122003052
Anon please remember to lift the cloaking field next time, we can't see the door you mentioned
>>
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>>122003052
>>122003214
Sorry forgot pic
>>
>>122001881
My cousin's neighbor knew knew a guy with Microsoft that helped the owner of the company that used to do the plumbing in Keen's offices with the new Microsoft Word subscription, and he says you're wrong.
>>
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She's coming together nicely, but goddamn does it take three years to stop or turn. I'm going to need SO many gyros just to get viable turning.
>>
>>122003793
anon that asteroid in the background looks like crawling infant with a skull head

please dont track this post
>>
>>122003882
Oh shit you're right

I guess I have my first target for when I get the MAC gun installed
>>
>>121999456
I like this ship design. I'll copy it in SE.
>>
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We imperial navy now
>>
>>122004868
I like this ship design. I'll copy it and pretend it's mine.
>>
>>122004868
>>
>>122004868
>gatlings not conveyored up

disgusting
>>
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>>122003793
I need like triple this, fug
>>
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All my asteroids look like this. They're extremely bright. Playing in DirectX9. Why?
>>
>>122005530
New textures, I think.

>>122005265
How much does she weight?
>>
>>122005265
are you using mods for your ship?

if yes, add a better gyro mod
you might need it to have a ship that's not 60% gyros
>>
>>122005971
253,102,542kg, kek

>>122005998
I wasn't going to but I may have to. Added maybe 2x and it still takes >1min to turn like 30 degrees.

Does gyro placement affect their ability?
>>
Wish Keen used the Starmade version of planets where you can't drill all the way to the core. It would let them focus on making the underground features interesting without worrying about how to model that stuff 100% of the way through the planet.
>>
how disappointing are blaneds going to be on a scale from 8 to 10 where 8 is "disappointing" and 10 "extremely disappointing"?
>>
>>122006795
1

I have no expectations
>>
>>122006795
blanets are going to be the apocalyptic end of mankind

everyone will be too exited to notice GoodAI absorbing the internet and simultaneously killing every human on the planet by flashing certain symbols on their screens

and keen will laugh all while transcending humanity and becoming one with CLANG
>>
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I build my first manned turret. How useless are these things?

>>122006795
8.
>>
>>121996948
The center row of pistons has a connection to the large cans via the piston arm.
They'll supply steel plates while the other welders increase build rate.

>>121989548
>gravity generators for no apparent reason
>welders attached to rotorpiston arm
>lots of needless armour shit
>several reactors not connected to cargo system
It's shit.
>>
>>122007958
>How useless are these things?
Extremely.
>>
>>122003793
Actually, there's a tricky to gyros. Move your mouse slower. After a certain point your ship just won't turn fast enough to match the mouse speed. So when you lift your mouse to reset it you've stopped all input, this makes your gyros kick in reverse and try to stop the turn.

Everytime you lift the mouse you're undoing all the momentum you just gained. Move the mouse at a slow constant rate and the gyros will instead keep increasing the turn speed throughout the movement.
>>
>>122006432
Marek said you can drill down and out the otherside in a comment on the release date announcement. They also said the same during the stream a couple weeks ago but that it will cause performance issues when you alter that much terrain.
>>
>>122006182
Use gravity drives to maneuver, you massive faggot.
>>
>>122009309
>using gravity drives to rotate

????

I'd rather not use them for engines as I like how thrusters look and I'm going for a certain vibe, for lack of better phrasing

Anyhow I fixed the turning issue with UltraGyros, except now the shield plates wobble all over the place despite having max braking torque and being turned off...
>>
>>122009306
>make giant deformable voxel planets
>trumpet loud and wide how these are the only deformable voxel planets, how they are the biggest
>claim you can drill all the way through
>players will crash way before they even reach the impassable magma wall keen placed there just in case
>>
>>122009503
Its possible but more finicky to use them to rotate
Just set them ahead or behind your center of mass on the longitudinal axis.
>>
>>122009701
Oh of course, I'm stupid yea

Eh, If I make a super efficient ship I'll do that but this thing is intentionally cumbersome to add... immersion? I don't even know I just like it
>>
>>122003793
Gyros add a lot of mass
More mass means you'll need more thrusters
More thrusters need more power
More power is more reactors
More reactors need more cargo for fuel, more mass

The ride never ends

Think of investing on gravity drives
>>
>>122010338
I solved the issue with like 8 UltraGyros

I generally avoid mods but eh

But now I have to deal with wobbly ass shield plates that shouldn't be able to move
>>
>>122009173
When you're turning that slow you can just use your arrow keys.
>>
Planets tomorrow. I can't wait anymore.
>>
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>>122010439
Is there ANY way to stop this? They're attached via facing rotors that are merge block'd together, all the rotors have max braking torque and are turned off.

Wait, what if I set the minimum rotation to the same as the max? They seem to be able to completely stop at their parameters...
>>
>>122011493
it looks like you're trying to invoke CLANG
>>
>>122011493
I have no idea why I typed that out as " block'd "
>>
>>122011493
>FTD has clang-free moving subobjects
>unity

>Starmad has clang-free moving subobjects
>java

>A key counts as jewelry according to captcha
>>
>>122011493
Why put them on rotors you massive madman?
>>
>>122011764
Hypothetically the space between them and the main hull would be super useful defensively (no deformation pushthrough etc) and it looks cool.

>>122011685
Nothing good comes from java games I swear

>>122011579
Yea basically. Weirdly enough even with spastic movement they don't CLANG, just wobble within their min/max parameters.
>>
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>>122011493
Let me laugh a bit first.

You could try holding them in place using landing gears. You place them outside of the ship hull and lock the extra armor in place. No idea if you can do that with your configuration.
>>
>>122011882
>Nothing good comes from java games I swear
Say that to my face in the wilderness not in Varrock fucker.
>>
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>>122011924
Go ahead, I did.

>landing gears

I've already attempted to invoke clang in one way lets not make it two.

Turns out setting the min to .1 less than the max helps a significant amount (still wobbles a tiny bit but doesn't really move at all) and so I'm using that for now. Will post a webm once I get it all sorted.
>>
>>122012214
Why do they need to be on rotors?
>>
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>>122013040
So they're angled right & it helps space them off the main hull.

Anyhow, turns out
>setting the min to .1 less than the max
works amazingly (slow turn speed anyway).

Now I can have my cake and CLANG it too.
>>
>planets in less than a day
>>
>>122013743
More than a day, they won't release them until at least 26 hours from now.
>>
>>122013893
>implying the timer is wrong
>>
>>122014001
game is still unplayable

adding planets on top is just gonna kill it
>>
>>122014062
>implying there won't be a multiplayer fix with the planets update
They said it would a few months ago.
>>
>>122014001
Oh, there's a timer, that changes things.

>>122014149
I don't recall them saying they'd pack the multiplayer with planets.
>>
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>>122014149
not a chance anon
>>
>>122014359
Well, keen software has the bad habit of releasing side update and patches, together with the ones expressed.
So we can hope for some fix with the coming planets.
>>
>>122011882
>Hypothetically the space between them and the main hull would be super useful defensively (no deformation pushthrough etc) and it looks cool.
Why not put them on ordinary heavy blocks?
>>
>tfw ftd's 200+ms planes and bigger ships will require lines of supply outposts connecting them to mining forts to do anything.
>>
>>122014681
>not creating a flying sawblade that rams enemies and drinks their scraps for fuel
>>
>>122009000
that connection doesn't work because it's normal conveyors, you need to use the compact conveyors from the same mod author and slap an adaptor normal conveyors->compact conveyors to make it work, also the center row is not connected to the side ones since those welders don't have side ports
>>
>>121946538
mods?
trash
>>
>>122016776
>inviting the entirety of /vg/ to help make mods nuke /feg/ so the shitposting can stop
i can understand the sentiment i guess but im not getting banned for that shit
>>
>>122016776
Only if you explain what is happening.
>>
>>122017167
>>122016776

LMAO never mind it's just some attention whore
>>122015389
>>
>>122015539
>that connection doesn't work because it's normal conveyors, you need to use the compact conveyors from the same mod author and slap an adaptor normal conveyors->compact conveyors to make it work
That setup is completely workable in vanilla.

>also the center row is not connected to the side ones since those welders don't have side ports
Irrelevant, so long as center row can weld all projected blocks.
>>
Planets when?
>>
>>122016776
nah i aint gonna do it
>>
So, there will be no aerodynamics on planets, right? There will be no lift?
>>
>>122018330
>There will be no lift?
Only if you don't GOMAD.
>>
when mp is added to ftd could we see a /r/fromthedepths vs /egg/ war
>>
>>122019505
FtD already has MP
>>
Did someone write a guide to nucannons yet?

I'm too shit to make them myself.
>>
spengies voice chat tomorrow?
>>
>>122020046
No. VOIP is for normies who have no problems talking with people.
>>
>>122014914
>not creating huge mechanical tentacle machine demons that do the same as well as spawn said razorblades
>>
>>122020046
Why not now you nerd there are plenty of VOIP clients to pick from. PICK YOUR POISON.
>>
>>122005530
Everyone, all together
>keencode
>>
>>122005530
>keencode
>>
>>122011685
>select all busses
>but there is only one buss and coaches
>that car looks a bit like a bus, will Google know that?
I fucking hate having to second guess what Google is after.
>>
>>122021024
>using anything but mumble
or teamspeak if plugins
>>
>>122021625
Yeah Mumble is my go to client.
>>
>>122021419
>select all street name signs
>it's only traffic signs


>select all the eggs
>it's all pizza and ice creams


>select fish
>5 hamburguers, 3 salads and a fish
>turns out that 2 hamburguers were fish too

Gotta love the captcha
>>
>>122021805
>select all salads
>only half of the captcha is visible
>there is no submit button

That's why I use legacy captcha now instead.
>>
>>122021805
>surely those cabinets count as furniture?
>apparently not
>that shoe is though
>>
>>122021942
i had that too you need to drag the reply box to a different place in your window
>>
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>>122021805
>Pick all cameras
>Because the captcha question is in your language it gets translated
>You have no idea whether the photo camera or surveillance camera is the right choice because the translation might be fucked up
Ehh
>>
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>try to post on mobile
>type post
>tick box
>captcha pops up for half a second then flies to the far right of the screen
>try to scroll after it
>keeps moving further and further away
im sure someone somewhere is getting a good laugh out of this
>>
>>122022267
That's what I was getting here >>122021942

Try using legacy or try what >>122022010 said
>>
>>121999484
>plants
>require organic material
"No."
>>
Someone needs to make a 'don't believe his lies' with mareks face. If someone hasn't already.
>>
Dude thursday lmao
I woke up early for this shit
>>
>>122024585
Marek is a champ.

Planets in less than 24 hours.

Ships impregnated by spiders soon.
>>
>>122024829
>believing his lies
>>
>>122019645
They are not that complicated.
Controller - Customizers - shells parts - output feeders - one router. Customize shells,

LWC - Turret - autoloader of required size surrounded by clips that are surrounded by inputs - repeat x3 - firing piece - lwc on top - mantlet - bore - barrels - muzzle break. As many recoil compensators and gauge cooling as you can fit. One router.

Gauge increasers optional, Use gauge splitters to fit everything if long turrets are not for you -set gauge and number of barrels, assign all inputs.
>>
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>>122024585
>>
>blaneds in less than an hour
Hype.
>>
>>122025590
today is wednesday
>>
>>122025660
perhaps he's from the future
>>
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>>122025516
10/10
>>
>>122025776
hes from the future and that guy still doesnt even have planets and hes still hoping its around the corner

good god its some cruel foreshading
>>
>planets released tomorrow
>no one saw it coming
>CLANG and goodAI merged into one being
>the horror it birthed CLANGed time and space
>planets tomorrow
>>
Why no mining lasers?

Why no heat weapon lasers?
>>
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>try to browse other boards
>see people using "I could care less"
>nobody correcting them and calling them a retard
You guys wouldn't stand for that shit? Right?

It makes me so fucking angry
>>
>>122025046
>autoloader of required size surrounded by clips that are surrounded by inputs - repeat x3
Dude no.
More autoloaders mean higher rate of fire unless you're capped by cooldown.
Surrounding your autoloaders with clips means less room for more autoloaders.
Chances are that all those clips with that many inputs simply overflow with ammo.
>>
>>122026158
You have autism, anon
>>
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>>122025046

Do I want one ammo controller per autoloader?

I get shells to the gun faster if I have more ammo manufacturing things, right?
>>
>>122026158
I could care less about it.
What matters to me is stealth ships such as this one.

If you weren't so caught up in your fit of autism, you'd see that it makes sense.
It expresses some degree of caring, although minimal.
>>
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Just realized this, they aren't going on American time when they say Thursday.
>>
>>122027763
Hello America.

20 HOURS 5 MIN

PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS PLANETS
>>
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>>122027763
There is a timer on the forums.
>>
>>122027763
theres a countdown on the forums
>>
Planets when?
>>
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>>122028219
>>122028203
>>122028289
>November 11th the teasing stops
>>
>>122028583
This post looks a little bit fishy. Do planets just work?
>>
>>122027763
It's already 9am on the 12th in Australia.
Goddammit.
>>
>>122028796
See that mountain?
You can climb it.
>>
>>122028804
;^)
>>122028854
I can climb it? Wow this is a next generation AAA game. I will buy the game!
>>
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>>
So, the only way to merge small and large grids is still using that rotor bug?

Are they gonna fix it someday or atleast bring a large to small ship merge block in the future? It's pretty retarded to make it via a rotor block.
>>
>>122028219
LETS GET READY FOR LETDOWN
Seriously are the game mechanics even going to suit this
Is this going to become Planet Miners?
I have no problem with that
>>
>>122029601
Rotor bug, keen added it as a featur to the rotor.
>>
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>tfw physics simulation will always be shit
>>
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>they finally add planets
>any attempt to build things on them or mine them crashes the game for months on end
>>
>>122029790
Why not just add it as a block then? Just a block without the rotor. It's so retarded and I can't get a 90° angle and for some reason the rotor doesn't stop rotating even if I se limits.

That's so damn retarded.
>>
>>122030083
As fare as I know it's 2 grids, a small and a large not the same grid. Decrease the rotor speed or increase the lock or tell keen to fix it.
>>
>>122030083
http://steamcommunity.com/sharedfiles/filedetails/?id=330771045
>>
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>>122028203
>>122028549
>>122028583
>>122028854
will there be another planets beside merica?
>>
>>122027725
It isn't people using it correctly, it is people trying to say they couldn't care less but fucking up the word and meaning the opposite.
>>
>>122026436
No, you need just one controller with more shell parts and outputs
>>
>>122031892

Does the number of shell parts increase the rate at which the ammo controller outputs shells?

Fuck I wish this was explained anywhere at all in the game rather than just vague descriptive text.
>>
>>122031218
Just mod it.
>they won't release the tool they used to create planets
gg
>>
>>122032504
>Does the number of shell parts increase the rate at which the ammo controller outputs shells?
Press Q on the controller.
Look at the numbers that say something about TIME TO PASS TO CLIP (or something similar).
Then read the corresponding tooltip.

Adding more shell parts only increases rate of fire if you suffer from part shortage in the first place.
>>
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>Tfw no candy engineering game
>>
>>122035287
... but it becomes shorter.
>>
>>122007958
Everything you can do, the AI can do better. Except maybe aiming at specific modules.
>>
>>122007958
Incredibly useless.
Unless you were to make a heavier turret with warhead torpedos and welder autoloaders.
>>
egg ftd server where?
>>
>>122025046
Not to be a bumbling retarded fuck, but what do you mean by LWC?
>>
If I sleep for 20 hours now planets will be waiting for me. Such a wonderful feel.
>>
>>122036848
Local Weapon Controller, in the AI tab.

You need to have it within 2 blocks in any direction of a firing piece, missile controller, etc etc, and connected to the mainframe either wirelessly or through AI connector blocks
>>
>>122037349
Imagine what updates will come out after eternity.
Makes you want to sleep forever doesn't it.
>>
>>122037404
Oh.

Christ this game is way more in-depth than I expected.
>>
>>122037349
I'm the opposite. I feel like I wasted time not getting ready. Now I have one night to get it done.
>>
>>122037404
>>122037587
Retarded questions part 2, can I put multiple barrels on a single nucannon? If so how?
>>
>>122038256
Yes, hit Q on the firing piece, there's an option on the right lower screen
>>
>>122037743
getting ready for what? what will you do?
>>
>>122037404
If using the LWC to control a turreted weapon, then it doesn't need to be anywhere near the weapon controller.
Instead, it must be placed near the turret base.

>>122038256
Press Q on the firing piece and select the number of barrels.
More barrels means lower cooldown, but you'll need more gauge increasers to reach the same gauge - and gauge caps out at a lower value.
What you're looking for might just be the addition of more firing pieces (effectively adding more cannons).
>>
Anyone for some good old fashioned factorio?
>>
>>122038707
>>122038449
God you guys are helpful, thank you.
>>
>>122038683
My laundry list:

I need a mothership that can support planetary operations, refine ore, assemble parts and house at least 4 small ships safely. Ideally, it has enough thrust to land/take off from the surface of the moon, if not even a planet.

I need a vehicle with heaps of ground clearance that can transport at least two people. It also needs cargo space and self defense guns because spiders.

I need a transport truck with two attached drones with enough atmo thrust to pulse-hover to build a base.

I need to transfer all materials from my old mothership into the new one.

And I got less than 18h to do it. 6 of those will be sleep.
>>
>>122039090
why not do those after planets come?
>>
>>122039145
I might have to.
>>
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carpetbomb spider
>>
>>122030083
Why doesn't keen just add a static-rotor-thing?

Like a rotor, you set it to a certain angle, and then it just becomes a static armor block at a certain angle that you can build off of, making it all one immobile grid.
>>
>>122041412
I want this.
>>
>>122039686
Beautiful yet rugged looking ships.

Why must we use mods to make shit not look retarded? Even just whatever yellow thruster mod you're using is looking grand.
>>
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>>122039686
>>
>>122041839
what? this image looks like the stock game for me. yellow thrusters are no mods.
>>
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>>122041969
>yellow thrusters are no mods
Did I miss something? Keen thrusters are blue and not as large looking, pic related.

And unless they stealth changed the appearance of warheads, that's a modded bomb he's dropping. Keen warheads are much more boxy.
>>
>>122041969
>muh mods
>MUH MODS
>KEEN SUCKS MUH MODS
>>
>>122026436
You use multiple controllers if you want your gun to shoot several types of ammo
>>122026220
4 clips per autoloader halve its reload rate. And as long as the clips are not hit, its better than more autloaders, I think
>>
>>122042185
Jesus Christ.

He is using hydrogen thrusters. Those are vanilla. And multiple blocks got visual updates. Those are also vanilla. Come out from under your rock in a while.
>>
>>122042185
That's literally 100% unmodded you faggot.

Learn to make stuff aesthetic instead of baby easy mode mods.
>>
So I'm shitting around in the designer, how do I get more shell parts besides constantly building fuckall towers of boxes?
>>
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>>122042593
>>
>>122042771
They draw from ammo barrels
>>
>>121962340

8 cavities, two of the AP things to get to 5 AP, enough of the .. destabilizers? to get to ~160 damage with 4 qswitches. takes up about 12-13 blocks in each direction, can't remember exactly. I usually place them inside my ships keel and use a transceiver to send the beam up to the LAMS.

also note that if you have two LAMS firing with the above setup, you'll want twice as much laser as the damage would get split and you wouldn't do enough to kill a missile in one hit.
>>
>>122042853
I think 100 shell parts uses 1 ammo, or something. Nucannons are very economic resource wise.

Until 250mm he shell clips make 20x20 hole in your ship when hit.
>Muh airship experience
>>
>>122042853
Oh well fuck
>>
>>122042362
>Come out from under your rock in a while.
Not until planets
Implying planets are tomorrow and it's not just the end of the teasing.

>>122042415
Nothing wrong with mods, and if you look closely you'll see I haven't used any mods either. I don't have a single ship that uses mods not because mods are bad, but because I can't take that ship to servers that don't have that exact modset.

You guys are getting really upset that I complimented that anon's ship. Why is that?
>>
>>122042185
anon

the game is on dx11 now and has a lot of updated models, hydrogen thrusters, FTL drives, AI enemy drones, and all that shit

we're not KSP, we get weekly updates to the tutorials
>>
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Am I good on shielding?
>>
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>>122041839
totally stock bud
>>
>>122043691
technically it's not completely vanilla

your skybox is modded

speaking of that, how do you think skyboxes will charge the planetary sky?
>>
>Tfw keencode breaks all your saves with planets
Back up now
>>
>>122043831
I think that if I keep the "Desert Planet mod, the planet is going to look ridiculous floating over an enormous desert planet. If it works at all.

I can see them working well with gas giants looming in the skybox, tho
>>
>>122004782
glad you like it.
Now if only i can make the AI control the thing properly...

Any tips for how to control a craft powered only by dedicated heli spinners?
>>
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>>122043831
>standing on a planet looking at another massive planet
animated gas giant skybox when
>>
anyone have that webm of a yamato in starmade shooting a laser and just slamming into those imported image targets?
>>
>>122043401
We're not mad about you complimenting a ship, I'm mad about you thinking vanilla ships can't look nice.
Nowadays I can't get a single ship that doesn't require mods on workshop.
>>
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>>122046192
Vanilla ships can look nice, just look at mine :^)

It's just a lot harder to accomplish that. That mod the other anon was working on earlier in the thread with extra long ramps, for instance, would go a long way in making ships that aren't just a variation of boxes and trapezoids. Organic ships in particular are nearly impossible to make due to the limited selection of shapes Keen has given us.
>>
>>122046176
>starmade
https://www.youtube.com/watch?v=Pc8cmm6XmXs
>>
>>122047123

ah it was machinecraft. well thanks
>>
>Cobra is impossible to make with large cubes
>have to make it with small
>>
>>122046915
Dolan wait a sec how sure are you that it's your ship? The one on the far left

Doesn't it have a connector under it too?
Doesn't it have an antenna at the back?
Doesn't it have two batteries?
>>
>>122047553
Gooby I explained this when I first posted this image over a month ago. The ships center, right, and bottom are all different angles of the newest addition to my fleet. The ship on the left is the Wolf VIII from the workshop, which I made up-to-date (mostly by adding a programming block & timers to make it compatible with my mothership's unique hangar system) and repainted to add to my fleet. I included the ship on the left so anons could help me critique my new ship, because I was echoing the style of the Wolf with the fleet I was building.

I really should copypasta that or take a new picture, I've been asked this so many times now.
>>
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>>122047553
Also have my gross WIP space Humvee, before anons critiqued it.

Now that I know there's new thrusters and shit for planets, I need to start building things again. Anyone have any suggestions or inspiration for me? I need something on the smaller end of the large-ship scale, big enough to fit four friends but small enough to build in survival.
>>
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>>122049234
Make two of these that combine after takeoff and separate before landing.
>>
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>>122050195
I've actually tried that a number of times, but I just can't nail the pod design. Maybe now that vanilla has armor ramps and shit I can try it again. Thanks anon.

Here's one of my abortions from when I was really, really bad at aesthetics. It's supposed to be a compact cloud car for solo use.
>>
>>122043632
Do you have shields on top of the craft? Your tower looks vulnerable.
>>
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>>122048016
I was concerned because I've already seen the original one, during an agressive meeting on certain server. Knowing that it's from the workshop brings me peace.
>>
im guessing planets will have their own spawn type and any spaceships I have in my asteroids save wont port over without SEToolbox huh /egg/
>>
>>122053451
you can always copy/paste blueprints in creative, then switch back to survival
>>
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>>122047123
>that_fucking_dog
>>
>>122021625
>>122021742
why mumble? It doesn't seem the most resource friendly nor best quality..

at least we have better options than Ventrilo now
>>
>>122056532
Everybody already has TS3
Use that
>>
Warbros has a TS3. We might make that available for those interested.
>>
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Post butts.
>>
>>122051216
yeah, they're just colorless
>>
>>122057430
colorless, as in less than strength 10?
>>
>>122057726
as in I change the alpha color of the shield to 0.1
>>
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>>122057364
>>
>>122057080
I thought Warbros was dead. I haven't seen the server in forever and then you guys kicked me out of the group with no notice the other week.
>>
>>122057364
I think I like your building style, but I can't really tell, those thrusters are an eyesore to me.
>>
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>>122058595
Lost my butt
>>
https://www.youtube.com/watch?v=5RO6YU9N-8I
what the fuck did I just watch
>>
>>122058867
Depressurization used as a propulsion method is what.
>>
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>>122058117
Warbros is/has been dead. We took the server down a long time ago, after it became unplayable. The other week, a few of us wanted to see where Spengies went, and we kicked everyone except for those few and started a new server, as test measure. We can play, but it's been rough. We want to reopen the server to /egg/ when blaneds. Blaneds tomorrow. During the day, I'll get people back in.

No one was notified. The group was ded and with over 110 members, I'm not gonna message everyone. Don't think of it as a kick in the traditional sense - it was just cleaning up to get rid of ded entries and prepare to reopen. I just didn't want to deal with 110 people on a test server that goes up and down multiple times a day, and I wasn't even sure if we would ever open up again.

So, no hard feelings, eh?

>>122058595
The square modular ones or the hydrogen ones?
>>
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>>122057364
>>
>>122060146
The square ones, their mass of small thrusters and relatively plain shape bother me, although your butt looks particularly good from that angle regardless.

I don't care for those small wing like sections either, although I do like the white ones you used that look like open hatches.

I also like your use of different slopes that aren't put together like the slope blocks are 'meant to be'. The orange/white slopes on the side engines are nice, and the use of slopes on the top around the vents is nice.

All in all, your ships make me think you are a good designer who is trying to purposely make a bad looking ship.
>>
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>>122060782
>I don't care for those small wing like sections either, although I do like the white ones you used that look like open hatches.
Those hatches are "boarding ramps". They can be opened and closed. Like maintenance access hatches and/or heat vents for the hydrogen thrusters.

As for the modular thrusters: I think it breaks down whether you like TRON's very simplistic line-based lightcycles or not. I do, and these thrusters come close to that look, especially in use. I don't particularily like the vanilla thrusters, nor do Azimuth Thrusters work well for large(r) ships. These are modular, so I can piece them together as I need them to be. There's only Sektan's set that is similar, but Sektan does a lot of stuff that looks like total ass. These are better. Thanks for the compliment. And I appreciate that differentiated feedback.
>>
Trading space engineers for a good game give me offers
>>
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>>122061289
>hatches
Inside shot. Explains it better.
>>
>Friday planets in 14h
So I basically need to go to sleep at 8:00 like a child (literally right now) to be up in time.
Fuck Keen.
>>
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>all these people in here going "IF I JUST SLEEP FOR 20 HOURS ILL WAKE UP TO PLANEDS!!!!!!"

Do.....do any of you even have jobs? Or sschool? Or anything? NEET?
>>
>>122061289
>>122061467
Personally tron gives me a design hadron, but I don't agree with your comparison. The main thing about tron is the very limited colour palette, and the shape of lines and angles mixed with the occasional well placed curve. I like your style but it is probably the least tron-compatible style and palette I've seen. Your white and orange are literally the opposite of tron colours.

That said, I'm not personally against mods in general, and I still think you are one of the best ship designers I've seen, but using the wrong tools. If you built a tron black/blue ship, or a ship in your style with no mods, I think they would probably be two of my favorites.
>>
>planets friday
>13th

Nothing can possibly go wrong
>>
>>122063120
correction
planets thursday 12
"hotfix" friday 13

Nothing can go wrong
>>
>>122061628
>>122063120
listen ere you cunts, just because you're Australian doesn't mean you get special treatment.
>>
Revival of warbros soon

The Brotherhood of Clang will rise
>>
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>>122063638
>>
>>122063638
god I want to raid surface buildings
we need an airfield and air-breathing fighters
>>
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So I decided to stop fucking around and start making a proper fleet for FTD. Naturally, to satisfy my naval boner I started with a prototype for a carrier. Look at that misshapen hull and hilariously proportioned flight deck. The fact it floats and goes 8.5 m/s amazes me.
>>
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>>122064812
Now some of you might be wondering what the dumbass thing in the back is. Probably not most of you, because it looks a lot like what it is, a catapault. Now it was mostly intended for looks (and to keep spawning planes off the flight deck, which would be more of a storage role), but I've ran into a problem: You can't put spawners on spinners. Wat do?
>>
>tfw have 4 hours of classes after planets arrive

>and then a dnd session

fug
>>
What happened to that anon who was working on spengies:CE with the lidgren port.
>>
>can't NEET out and stay up until 8AM
Thanks KEEN.
>>
>blaneds will be out and downloaded on my computer by the time I'm home from work tomorrow
thank you based KEEN
>>
>>122065383
>NZ
>tfw its 2am release here in WA
>I have to sleep early for a day full of exams friday
suffering
>>
>>122065595
>and downloaded
>leaving your computer on
>being concerned about the time it takes to download maybe 1GB
>>
>>122065839
>implying keen is that efficient
>>
the only reason I want planets is to make a ship bigger than it for the sake of scale to real life.

and destroy it.
>>
>>122064982
Put the rest of the boat on a spinner.
>>
>>122066160
I hope you realize that making a single straight line of blocks will take you a good 20+ minutes
>>
>>122065839
>turning your computer off
>ever
its like you want the nsa to get in
>>
>>122066912
>what is copy-pasting
2048 keks
>>
How much does a dedicated server use memory/cpu wise? I figure i'll double the usage for planets release and set up a vps for my small group of friends.
>>
>>122068820
>fly around for less than 15 minutes after I posted this
>already 1gb ram usage
welp, look like i'll need a dedi.
>>
Will 6 small hydrogen thrusters downwards and 6 large hydrogen thrusters in the rear be enough for a (small) large ship to lift off of planets?

I'd guesstimate the final weight to come out between 500k kg to 1 million kg. It's designed to be a space-to-ground freight hauler. Testing the hydrogen thrusters in vacuum had the empty (nothing in cargo bay) ship hit max speed in about 3 seconds.
>>
>planets
>lmao no heat physics so reentry is never an issue
>>
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>>122070218
I'm making a similar ship myself at the moment, it's more for transporting ships into orbit that can't manage it themselves.
Thanks to anon with the white/orange ships, he posted this a couple of days ago: https://steamcommunity.com/sharedfiles/filedetails/?id=464877997

Pic is the oxygen/hydrogen tank readout in said ship. Next step is to include an ascii outline of the ship, and mark where the tanks are on the ship. I would love to be able to make a ship-shaped readout that just has different colours in different areas depending on the status of the ship.

Does anyone know if it is possible to have multiple text colors on one screen?
>>
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Hey guys, I made a new ship that doesn't look like shit for once. It also actually manages to fight well enough too. Each weapon has it's own AI controller, so it can spread freedom in all directions. Here is a link so you can laugh at it.

http://steamcommunity.com/sharedfiles/filedetails/?id=552892791
>>
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>2046, Spengies update # 2643
>Large stable multiplayer server
>Huge Capital city planetside, meeting hub
>Orbital trade station above the planet
>Transport ships deliver fuel and resources up to the station
>Capital and trade ships dock at the station to refuel and trade, players take shuttles down to the surface
>Sit on the observation deck and watch huge ships jump in and dock, as the planet slowly rotates in the background
>Game now has KSP-grade physics and atmospheric systems

I know I'm going to be disappointed tomorrow, but I still dream of some SE/KSP/E:D hybrid.
>>
>>122042207
>4 clips per autoloader halve its reload rate

So you can have 1 autoloader and 4 clips, or 2 autoloaders with 2 clips each for the same effect? The last options takes up less space and needs fewer ammo inputs, why would anyone use the former option?
>>
>>122035287
>He never played Viva Pinata
You have no idea what you missed out on.
>>
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>>122061467

>hud colors
>>
>>122066398
I am terrified by the prospect that that might work.
>>
>>122066398
>>122076696
Nope, scratch that, I'm retarded.

If the rest of the boat was on a spinner I couldn't do literally anything with the rest of it.
>>
>>122009000
>>121996948
there are conveyors not seen in the screen under yes it'd work in survival

I made another factory that's better I'll post later
grav gens are for gravity, the inside is filled with mass blocks
>>
>>122074831
you dont get the same effect you get like 90% of the effect and you should use the same number of ammo inputs either way to keep the reload time for the clips the same
>>
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decided it should have another layer of metal beams on the top and sides. put in a new nose filled with air pumps to compensate for the added weight. made 2 saves, one for surface dwelling, and one that stays between -30 and -40m.

does anyone know the amount of drag that shells receive being in water? i want to modify the spinblock ai so shells fired underwater don't always fall short.
>>
8 hours.
Can't wait for the disappointment so I'll hit the fast forward and sleep to it.
Should be epic.
>>
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>my dick when just a few bug fixes and no planets
>>
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uses a 1x1 stick bomb

mass produced

can produce one per second and can be automated

problem is that constructed bombs don't have uranium so I need a way to fuel the second it's built, maybe solar panels.
>>
>>122079392

Batteries get a 30% charge on construction now so they're better than reactors for stuff like this desu

Depends if you want to throw the resources at it though, I forget how intensive batteries are compared to reactors.
>>
>>122079529
yeah I just figured batteries would work

doing it rightnow

it works too, planetary bombings a go
>>
>planets
>today
>people believe this
>>
>>122039686
[KLENDATHU DROP INTENSIFIES]
>>
>>122079602

How do you automate the build/drop process? Do you just set a timer block to turn on the ship's merge block and start welders then deactivate welders/merge block and make the timer loop itself? Seems simple enough, I'll have to give it a shot.
>>
How are we going to name the Planet on the Warbros Server? I vote for Meridian or Hydra Cordatus
>>
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I have weaponized it from a bomber into a gun :^)
>>
>>122080267
So, what exactly is the bomb? is it just mass?

I can see you used those layer plates so are there explosives inside? Is a gravity drive accelerating it?
>>
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>>122080332
it's a 1x1 stick

merge block
battery
three heavy blocks for some mass and volume
artificial mass
warhead

only two sides are covered with catwalk/armor plating - so turrets have less of a chance of blowing it up before impact

gravity drive of course

it's really cheap for the amount of damage it can cause

pic related is a block of heavy armor being hit by one
>>
>>122080536
I like this design. I'll copy it and pretend I build it.
>>
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>>122079786

>How are we going to name the Planet on the Warbros Server?

We need to call it Druidia.
>>
>>122075804
What am I looking at?
>>
>>122080687
>Not terra nova
All the habitable plabets are to be named terra nova
>>
>>122080687
>>122080841

>playing on warbros if we ever get a decent population

https://www.youtube.com/watch?v=PNcDI_uBGUo
>>
Will you be able to copy and paste a station on a planet and put it there again? It doesn't work with asteroids since the asteroid is in the way.
>>
https://www.youtube.com/watch?v=XnU3h2hBCUc
>>
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>>122082157
>not crashing at speed
Because this shit happens, and he knows it, marek you lying little shit
>>
new thread when?
>>
>>122082243
what is that?
>>
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>>122082396
Planet enabled through source code.
I have had them for months, they are shit.
>>
>>122082507
the ones I saw in the trailer videos look way better.
>>
>>122082507
Now, I share your opinion that it'll be a let down, because space engineers has literally not a single good quality.
But, you can't honestly believe an old version hidden in the source code is representative of a release.
>>
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>decide to build stuff in nipponcraft
>update
>tracker no longer work on a core body
>no e-z turning in space
BLJAD
>>
>>122082724
>>122082793
Oh I'm sure they will be prettier, but I very much doubt the underlying collision physics have been massively updated. Only time will tell :^)
>>
new bread WHERE
>>
>>122083004
Enforces even easier turning, put them on a long stick in front for massive turn rates.
>>
>>122083004
put a tracker on another group connected to the main body using two rotate joints in line with eachother, so that neither joint can rotate. this rotates the main body instead. you can also use a single joint and a body colliding with the main body, so that when it collides it pushes the main body and turns it

the way of doing this changes every month it seems. first it was trackers on main body, then trackers on single rotate joints, then trackers on pistons
>>
>>122083668


fresh bread

>>122083668
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